Copyright © 2006-2013 Chris Gonnerman – All Rights Reserved Distributed under the terms of the Open Game

License version 1.0a

3rd Edition
(Release 78)
Dedicated to Gary Gygax, Dave Arneson, Tom Moldvay, David Cook, and Steve Marsh and to my daughter Taylor, my primary inspiration

www.basicfantasy.org
Credits
Contributors: Ray Allen, William D. Smith, Jr., Nick Bogan, Evan Moore, Stuart Marshall, Emiliano Marchetti, Antonio Eleuteri, Luigi Castellani, Michael Hensley, Nazim N. Karaca, Arthur Reyes, Todd Roe, Jim Bobb, R. Kevin Smoot, and Rachel Ghoul Erik Wilson Erik Wilson, Steve Zieser, Matt Finch, Dan Dalton, Luigi Castellani, Nick Bogan, Mike Hill, Kevin Cook, Sean Stone, Brian “Glad” Thomas, Tomas Arfert, Andy “ATOM” Taylor, Jason Braun, Martin “Wulfgarn” Siesto, Brian DeClercq, and Martin Serena Tonya Allen, Daryl Burns, James Roberts, Serge Petitclerc, Benedict Wolf, Onno Tasler, Peter Cook, Derrick "Omote" Landwehr, Wes Brown, Troy Gravil, Garrett Rooney, K. David Ladage, and James Lemon Taylor Gonnerman, Alan Jett, Steve Zieser, Allan Zieser, Jonathon Foster, Adam Young, Michael Young, Jason Schmidt, Doug Wilson, Jessica Abramson, Tonya Allen, Bryan Christian, Chuck Schoonover, Savannah Schoonover, and Brianna Schoonover

Cover Art: Artwork:

Proofreading: Playtesters:

TABLE OF CONTENTS
PART 1: INTRODUCTION............................ 1 What Is This?............................................................1 What Is a Role-Playing Game?.................................1 What Do I Need to Play?..........................................2 Using the Dice..........................................................2 PART 2: PLAYER CHARACTERS.................. 3 How to Create a Player Character...........................3 Character Abilities....................................................4 Hit Points and Hit Dice.............................................4 Languages.................................................................4 Character Races.......................................................5 Dwarf and Elf............................................................5 Halfling and Human..................................................6 Combination Classes................................................6 Character Classes.....................................................7 Cleric and Fighter.....................................................7 Magic-User and Thief................................................8 Cost of Weapons and Equipment............................10 Money......................................................................10 Equipment...............................................................10 Weapon Size............................................................11 Missile Weapon Ranges..........................................11 Explanation of Equipment.......................................12 Vehicles...................................................................13 Siege Engines..........................................................14 PART 3: SPELLS.............. . . . . . . . . . . . . . . . .......... 15 PART 4: THE ADVENTURE........ . . . . . . .......... 36 Time and Scale.......................................................36 Dungeon Adventures...............................................36 Carrying Capacity...................................................36 Movement and Encumbrance.................................36 Mapping..................................................................36 Light........................................................................36 Darkvision...............................................................37 Doors.......................................................................37 Traps.......................................................................37 Secret Doors...........................................................37 Dungeon Survival....................................................37 Wilderness Adventures............................................38 Wilderness Movement Rates...................................38 Overland Travel......................................................38 Waterborne Travel..................................................38 Traveling by Air.......................................................39 Becoming Lost........................................................39 Retainers, Specialists and Mercenaries..................39 Character Advancement.........................................42 Experience Points....................................................42 PART 5: THE ENCOUNTER........................ 43 Order of Play...........................................................43 Surprise...................................................................43 Monster Reactions..................................................43 Initiative..................................................................44 Combat....................................................................44 Running...................................................................44 Maneuverability.......................................................44 Climbing and Diving...............................................45 Charging.................................................................45 Evasion and Pursuit................................................45 Defensive Movement...............................................45 How to Attack.........................................................46 Attacking from Behind............................................46 Normal Men............................................................46 Monster Attack Bonus............................................46 Melee Combat.........................................................46 Missile Fire..............................................................46 Cover and Concealment..........................................46 Attack Bonus Table.................................................47 Missile Weapon Rate of Fire...................................47 Grenade-Like Missiles.............................................47 Missiles That Miss...................................................47 Damage...................................................................48 Subduing Damage..................................................48 Brawling..................................................................48 Wrestling.................................................................48 Oil............................................................................49 Holy Water..............................................................49 Morale.....................................................................49 Turning the Undead................................................50 Clerics vs. Undead Table........................................50 Energy Drain...........................................................51 Healing and Rest.....................................................51 Constitution Point Losses........................................51 Falling Damage.......................................................52 Deafness and Blindness..........................................52 Attacking a Vehicle.................................................52 Repairing a Vehicle.................................................52 Saving Throws........................................................52 Item Saving Throws................................................53 PART 6: MONSTERS................................. 54 PART 7: TREASURE............................. ... 118 Treasure Types......................................................119 Magic Item Generation.........................................121 Explanation of Magic Items..................................124 PART 8: GAME MASTER INFORMATION. . 133 Wandering Monsters.............................................133 Creating an NPC Party.........................................137 Dealing with Players.............................................139 Character Creation Options.................................139 Hopeless Characters.............................................139 Acquisition of Spells..............................................139 Weapon and Armor Restrictions...........................139 Judging Wishes.....................................................140 Optional Rules......................................................140 Death and Dying...................................................140 “Save or Die” Poison............................................141 Awarding Experience Points for Treasure Gained 141 Ability Rolls...........................................................141 Preparing Spells from Memory.............................141 Thief Abilities........................................................142 Magical Research.................................................142 Creating a Dungeon Adventure............................146 Designing a Wilderness Adventure.......................148 Strongholds...........................................................149 ALPHABETICAL INDEX........................... . 152 OPEN GAME LICENSE........................... . . 153

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” Morningstar the Elf smiled. The bones on the floor began to rattle. then rose up and assembled themselves in a mockery of life. We were on the second level down from the ruins. “Be still. He turned around and said. at just over three feet tall he could look straight into the lock without stooping a bit. as I put my back against the sarcophagus and began to fight the monsters… What Is This? The Basic Fantasy Role-Playing Game is a ruleslight game system based on the d20 SRD v3. rather than lift it. I mused. Darion. then stepped to the doors. After you!” I handed him the torch. Basic Fantasy RPG is simple enough for children in perhaps second or third grade to play. this part is for you. trying not to trip over the bones. Most people have at least heard the names of one or two such games. I noticed among the bones several bronze swords. 1 . let's turn it about so we can see what treasures lie inside. Apoqulis made a sign with his hand that I didn't recognize. Morningstar. as Apoqulis leaned over to me and said.” Then I heard a loud click. I must have looked impatient. and Morningstar joined me. Strewn about the floor were many human skeletons. and many. I steeled myself and opened the doors… Beyond lay a stone sarcophagus. The lock won't even wiggle. but heavily rewritten with inspiration from early roleplaying game systems.” she said. drawing from her backpack the scroll we took from the goblins. Turned out his stories were true… mostly. but he's a Halfling. if you are one of those people. then we walked in carefully. I stepped to the sarcophagus. “It's open. What Is a Role-Playing Game? In the more than 30 years since the first role-playing game appeared. It is intended for those who are fans of “old-school” game mechanics. I'm not sure what I was expecting. standing before the great bronze doors beyond which we believed lay the tomb of an ancient barbarian chieftain. my friend. much has changed. “The lid is likely very heavy. I hadn't believed the tales of the old drunk at the tavern back at Morgansfort. yet still has enough depth for adults as well. I would have to wait until later to kick myself. covered in verdigris. resting atop a raised platform. sword drawn. She unrolled it and began to read. Seeing that she was nearly through. there are those who have not tried RPGs.” I'm tempted to say that Barthal bent to his work. “I have just the thing. little wisps of smoke as from a candle rising up from each in turn.BASIC FANTASY RPG INTRODUCTION PART 1: INTRODUCTION It was our third foray into the dungeons beneath the ancient fortress in the middle of the river.5. “It must be held by magic. but the little puff of dust that came from it as she finished didn't seem like much. I held a torch for Barthal the Thief as he tried briefly to pick the lock.” I said. many people have played. but for some reason Apoqulis the Cleric believed him. likewise ready. anyway. “Come. and Barthal turned to me with a smile.” Morningstar called “Wait!” but it was too late… I had already laid hands upon the sarcophagus. he'll be through in a moment or two. Still. “Try again. She turned to Barthal and said. Without delay they picked up their swords from the floor and began to attack us. I turned my attention to the lock. and though I couldn't understand her words I could see the characters burning away as she read them.

the result must be equal to or less than the target number. treasure. In general. Too much detail and complexity slows the game down as players and GM spend much time leafing through the rules and little time actually playing. modifiers added or subtracted. 8. having rules for the most common activities and guidelines to help the Game Master judge the unexpected. is a special case. and all other things that aid or challenge the players. such as 2d8+2 (roll two d8 dice and add them together. Dice are often used to determine the success or failure of most actions that take place in the game.” and the number which is upright is the result of the roll. you should have a pencil. If you are the Game Master. A pair of d10's are also used together to generate numbers from 1 to 100. and the player must declare which is the tens die and which is the ones die before rolling them! (Or. The other dice normally used have 6. and if the total result equals or exceeds a target number. If you remember playing pretend as a child. Role-playing games have rules to determine such things. and are much more dependent on the good judgment of the Game Master to maintain balance. or 3d4 (roll three d4 dice and add them together). called a player character or PC. as shown. is used to generate numbers from 1 to 10. Each player generally plays one character. It is not so much rolled as “flipped. The 10 sided die. and d12. Several modules are distributed on the basicfantasy. If this is your first time as GM. while the Game Master is responsible for running the world. you need all of the above. as shown. where a roll of 00 is counted as 100. role-playing games are just grown-up games of pretend. the roll is a success. it is numbered 0 to 9. or you have limited preparation time. described below. for this purpose. Basic Fantasy Role-Playing Game falls between these two extremes. it makes no difference which sort you choose.INTRODUCTION Role-playing games are played by a number of players. some notebook paper. or d20. ruins. The 4 sided die. who will win? Surely the knight doesn't win every time. These rules can range from the very free-form and simple to the very complex and detailed. and 12 sides. commonly two to eight. Using the Dice The 20 sided die. a character using a Thief ability (described later) with a 30% chance of success rolls the dice: if the result is 01 to 30. BASIC FANTASY RPG designed for use with a party of new players. nonplayer characters (or NPCs). A modifier may be noted as a “plus” value. otherwise it has failed. Note that d4's are made in two different styles. and a set of dice. the Morgansfort module. Adventure modules written for other game systems may also be used. but the Game Master may need to spend some time “converting” such a module before beginning play.) Rolling two d10's this way is called a percentile roll. you may recall having some difficulty deciding whose idea should have precedence… if one child plays a knight and the other a dragon. The two dice should be different colors. d8. So for example. is one of the most important dice in the game: it is used to resolve attack rolls and saving throws (concepts that will be explained later). is specifically 2 . and a Game Master. and are called d6. or GM (often called something else. the roll is a success. d6's may be made with either numbers or pips. When multiple dice are to be rolled and added together. nations. it's noted in the text like this: 2d6 (roll two d6 dice and add them together). but for the roll to be a success. Someone in your player group probably needs to have some graph paper (4 or 5 squares per inch is best) for drawing maps. but notebook paper works fine. but a roll of 0 is counted as 10. you might wish to use a pre-written adventure (called a module) rather than to create one yourself. the die is rolled. monsters. free-form and detailed. This game attempts to walk the line between simple and complex. creating and managing the towns. or d4. In effect. These rolls are generally against target numbers. Free-form games with simple resolution systems demand more mental agility from the participants. Basic Fantasy RPG uses polyhedral dice. the player may have a die marked with double digits. or d%. but the job remains the same regardless). or d10. then add 2 to the total). available for free on the website. What Do I Need to Play? If you are to be a player.org website. You can use preprinted character records (such as those available on the Basic Fantasy RPG website) if you wish.

and note how much money remains afterward. ask your Game Master for advice. as any statistic may change during game play. as you will add a different bonus (Strength or Dexterity) depending on the sort of weapon you use in combat (i. if your character is a demi-human (see Character Races. A bonus or penalty is associated with each score. if you are unhappy with the scores you have rolled. Note that. as described in the Character Classes section.BASIC FANTASY RPG PLAYER CHARACTERS PART 2: PLAYER CHARACTERS or spells your character knows. This often takes longer than all the other steps combined. as shown on the table below. Generally your character will start with 3d6 times 10 gold pieces. Now. Don't add your ability bonuses (or penalties) to this figure. the total is adjusted to 1). and write the results after the names of the abilities. Roll 3d6 for each ability score. Since you now know what sort of armor your character is wearing. or you may simply use a piece of notebook paper. You may use a character record sheet form if one is available. Roll for your starting money. Also look up your saving throws and note them on your character sheet. Note on your character sheet that your character has zero (0) experience points (or XP). Also note that there are minimum (and maximum) ability requirements for the various races which must be met. below. You should use a pencil to write down all information. but he or she may allow you to choose one or more spells yourself.e. below). and note the result as your hit points on your character sheet. in order to be a member of that class. Write down the scores in the order you roll them. Each class has a Prime Requisite ability score. should your character have a Constitution penalty. but ask the Game Master before rolling. Make sure you understand the weapon and armor restrictions for your class and race before making your purchases. Choose a race and class for your character. If you have chosen to play a Magic-User. it's up to the Game Master to decide this. An example character is shown below. and you roll a 2. Write down the special abilities of your race and class choices. name your character. you should note your Armor Class on your character sheet. Adjust the saving throw figures based on your race. melee or missile weapon). Don't forget to add your Dexterity bonus or penalty to the figure. adding your Constitution bonus or penalty. as described in the Character Abilities section. if you haven't done so already. Write down the ability score bonus (or penalty) for each score beside the score itself. which must be at least 9 in order for the 3 . as shown on the table on the next page. purchase equipment for your character. Look up your character's attack bonus (from the table in the Encounter section) and note it on your character sheet. as shown in the table for your class. Roll the hit die appropriate for your class. Write your purchases on your character sheet. Remember that you must meet the Prime Requisite minimum for a class. you will need a piece of paper to write down the character's statistics on. How to Create a Player Character First. ask your Game Master what spell Character Abilities Each character will have a score ranging from 3 to 18 in each of the following abilities. also you may want to note the number needed to advance to second level. as he or she may allow some form of point or score exchanging. as described below. the penalty will not lower any hit die roll below 1 (so if your Character has a -2 penalty for Constitution. Finally. as shown in the Cost of Weapons and Equipment section. as described in the Character Races section.

plus the Constitution bonus or penalty. the average morale of any such retainers will be equal to 7 plus the Charisma bonus or penalty. he or she loses hit points from his or her current total. or at least highly respected. Also. and members of the demi-human races begin play knowing both their own language and Common (or the local Human language if it isn't called Common). Apply the Charisma Languages All characters begin the game knowing their native language. with a minimum of 1 hit point. Note that this does not change the figure rolled. often called “Common. +2. as described under Character Races . or Halfling. Characters with Intelligence of 13 or higher may choose to begin the game knowing one or more languages other than those given above. Characters may choose to learn other demi-human languages. and to the character's Initiative die roll.” Each demi-human race has its own language. Add this amount to the character's maximum hit points figure. Wisdom: A combination of intuition. particularly those affecting the target's will. Strength is the Prime Requisite for Fighters. 4 . Wisdom is the Prime Requisite for Clerics. etc. there are required minimum and maximum scores for each character race other than Humans. to be filled during play. Apply the ability bonus or penalty for Strength to all attack and damage rolls in melee (hand to hand) combat. Dexterity is the Prime Requisite for Thieves. Hit Points and Hit Dice When a character is injured. characters receive a fixed number of hit points each level.PLAYER CHARACTERS character to become a member of that class. Some Game Masters may even allow player characters to learn exotic languages such as Dragon. and will only know his or her native language. if the character has an Intelligence penalty. The Dexterity bonus or penalty is applied to all attack rolls with missile (ranged) weapons. willpower and common sense. Elvish. he or she cannot read more than a word or two. Note that. magical attacks. the player should roll another hit die and add the character's Constitution bonus or penalty. below. the number of additional languages that may be learned is equal to the Intelligence bonus (+1. but rather reduces the current total. Goblin. Note that a penalty here will not reduce any hit die roll to less than 1 point. This may not be the end for the character. Charisma : This is the ability to influence or even lead people. When his or her hit point total reaches 0. Constitution : A combination of general health and vitality. Dwarvish. the number of retainers a character may hire is equal to 4 plus the Charisma bonus or penalty (and therefore ranges from 1 to 7). Apply the Constitution bonus or penalty to each hit die rolled by the character. or +3). those with high Charisma are well-liked. The ability bonus for Intelligence is added to the number of languages the character is able to learn to read and write. as well as humanoid languages such as Orc. The GM will decide which humanoid languages may be learned. Dexterity : This ability measures the character's quickness and balance as well as aptitude with tools. Intelligence: This is the ability to learn and apply knowledge. don't tear up the character sheet. and no longer add the Constitution bonus or penalty. this ability measures the character's raw physical power. to the character's Armor Class value. healing will restore hit points. Humans all (or nearly all) speak the same language. Intelligence is the Prime Requisite for Magic-Users. with the result again being a minimum of 1 point. up to but not exceeding the rolled figure. also. The Wisdom bonus or penalty may apply to some saving throws vs.e. Strength : As the name implies. Each time a character gains a level. Ability Score 3 4-5 6-8 9-12 13-15 16-17 18 Bonus/Penalty -3 -2 -1 0 +1 +2 +3 BASIC FANTASY RPG bonus or penalty to reaction rolls. also. i. The player may choose to leave one or more bonus language “slots” open. “dead” or otherwise archaic languages might be allowed to more scholarly characters. as shown in the advancement table for the class. your character may be dead. In most campaign worlds. after 9th level. First level characters begin play with a single hit die of the given type. Note that a penalty here will not reduce damage from a successful attack below one point in any case (see the Combat section for details).

polearms. they are less likely to be surprised in combat. passionate. Special Abilities: All Elves have Darkvision with a 60' range. or Thieves. Elves never roll larger than six-sided dice (d6) for hit points. suspicious and possessive. Most have dark hair. Their skin is pale. Saving Throws : Elves save at +1 vs. Restrictions: Elves may become Clerics. They have a fair to ruddy complexion. self-assured. and Spells. Due to their generally delicate nature.BASIC FANTASY RPG PLAYER CHARACTERS Character Races Dwarves Elves Description: Dwarves are a short. Fighters. traps. reducing the chance of surprise by 1 in 1d6. gray or black. with both genders standing around five feet tall and weighing around 130 pounds. Magic Wands and Spells. Fighters. An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Their typical lifespan is a dozen centuries or more. with little or no body or facial hair. Elves are immune to the paralyzing attack of ghouls. Magic-Users or Thieves. with the capacity to endure great hardships. Also. Dragon Breath. Elves are lithe and graceful. and sometimes haughty. They have keen eyesight and hearing. They can also be introspective. They are rugged and resilient. Due to their generally dour dispositions. Magic Wands. Special Abilities: All Dwarves have Darkvision with a 60' range. Restrictions: Dwarves may become Clerics. they may not have a Charisma higher than 17. and longbows). shifting walls and new construction on a roll of 1-2 on 1d6. Dwarves have stout frames and a strong. below). they may not have a Constitution higher than 17. stocky race. They have a lifespan of three to four centuries. They may not employ Large weapons more than four feet in length (specifically. They take great pride in their beards. They are required to have a minimum Intelligence of 9. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). 5 . stubborn and courageous. Description: Elves are a slender race. and they have pointed ears and delicate features. both male and female Dwarves stand around four feet tall and typically weigh around 120 pounds. and are able to detect slanting passages. Saving Throws : Dwarves save at +4 vs. they are also allowed to combine the classes of Fighter and Magic-User (see Combination Classes . and at +3 vs. muscular build. They are required to have a minimum Constitution of 9. Paralysis or Petrify. Death Ray or Poison. Dwarves are typically practical. a search must be performed before this roll may be made. sometimes braiding or forking them. two-handed swords. Their long hair and thick beards are dark brown. Elves are typically inquisitive. Paralysis or Petrify and +2 vs.

Due to their small stature. Halflings are remarkably rugged for their small size. they are able to hide very effectively. Elven Fighter/Magic-Users roll six-sided dice (d6) for hit points. whichever is better. further.PLAYER CHARACTERS BASIC FANTASY RPG Halflings Humans Description: Halflings are small. Halflings gain a +2 bonus to their Armor Class. the Fighter/Magic-User: Fighter/Magic-User: These characters may both fight and cast magic spells. the Game Master must decide what sorts of Humans live in the game world. Dragon Breath. Halflings are quickwitted. In the Core Rules. They usually go barefoot. they may not have a Strength higher than 17. but rarely have facial hair. often with ruddy cheeks. 6 . Halflings never roll larger than six-sided dice (d6) for hit points regardless of class. Fighters or Thieves. Special Abilities: Halflings are unusually accurate with all sorts of ranged weapons. They live about a hundred years. and at +3 vs. gaining a bonus of 10% to all experience points earned. capable of moving quietly and remaining very still. Combination class characters use the best attack bonus and the best saving throw values of their original two classes. in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. and must wield Medium weapons with both hands. A Fighter/Magic-User must gain experience equal to the combined requirements of both base classes. Magic Wands. They are dexterous and nimble. Halflings may not use Large weapons. Even indoors. so long as they remain still there is only a 10% chance they will be detected. Paralysis or Petrify. Saving Throws : Halflings save at +4 vs. Saving Throws: Humans are the “standard. Halflings are typically outgoing. a character must meet the requirements of both classes. Outdoors in their preferred forest terrain. Elves are the only characters eligible to be a member of a combination class. using either the Thief ability or the Halfling ability. They are usually fair skinned. Restrictions: Humans may be any single class. thus adding +1 to Initiative die rolls. unassuming and goodnatured. Death Ray or Poison. Most Humans live around 75 years.” and thus have no saving throw bonuses. An average Human male in good health stands around six feet tall and weighs about 175 pounds. They are required to have a minimum Dexterity of 9. They have curly brown hair on their heads and feet. they are allowed to cast magic spells while wearing armor. Combination Classes To become a member of a combination class. Description: Humans come in a broad variety of shapes and sizes. and Spells. Note that a Halfling Thief will roll only once. They have no minimum or maximum ability score requirements. gaining a +1 attack bonus when employing them. When attacked in melee by creatures larger than man-sized. Special Abilities: Humans learn unusually quickly. Restrictions: Halflings may become Clerics. slightly stocky folk who stand around three feet tall and weigh about 60 pounds.

pantheon or other belief system. They are also the hardiest.500 3.170. club.000 1.000 720. a character must have a Wisdom score of 9 or higher to become a Cleric. They train in combat. Fighters are best at fighting of all the classes. Clerics fight about as well as Thieves. Most Clerics spend their time in mundane forms of service such as preaching and ministering in a temple. maul.000 960.000 240. to drive away undead monsters by means of faith alone (see the Encounter section for details).000 990.. at least at lower levels.000 6. able to take more punishment than any other class.000 1.000 360..000 1. and sling). They are hardier than Thieves.000 360..320.000 900. Clerics can cast spells of divine nature starting at 2 nd level. as they are accustomed to physical labor that the Thief would deftly avoid.000 120.000 630. that is.000 16.000 450. smiting undead monsters and aiding in the battle against evil and chaos.000 810.000 12.440.000 1. Fighters can nonetheless use many magic items.000 Hit Dice 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 9d6+1 9d6+2 9d6+3 9d6+4 9d6+5 9d6+6 9d6+7 9d6+8 9d6+9 9d6+10 9d6+11 1 1 2 2 2 2 3 3 3 3 4 4 4 4 4 5 5 5 6 6 2 1 2 2 2 2 3 3 3 4 4 4 4 4 5 5 5 5 Spells 3 4 .080. mace. weapon drawn. Player character Clerics are assumed to be among the latter group.000 1.000 270.1 2 2 1 2 2 2 2 3 2 3 2 3 3 4 3 4 3 4 3 4 3 4 4 4 4 5 4 5 1 2 2 2 2 3 3 3 3 3 3 6 1 2 2 2 2 2 3 3 3 Fighter Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Exp.000 180.000 8. and they generally approach problems head on.000 1.000 1.000 720. Points 0 1. The Prime Requisite for Clerics is Wisdom. The Prime Requisite for Fighters is Strength.000 480. Although they are not skilled in the ways of magic. Members of this class may wear any armor and use any weapon. and they have the power to Turn the Undead. guardsmen. Fighters include soldiers.000 600. Points 0 2.BASIC FANTASY RPG PLAYER CHARACTERS Character Classes Cleric Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Exp. but may only use blunt weapons (specifically including warhammer.000 64. a character must have a Strength score of 9 or higher to become a Fighter. quarterstaff.000 540.000 840. Not surprisingly. but there are those who are called to go abroad from the temple and serve their deity in a more direct way.560.000 24.000 32.080..000 90. They may wear any armor. 7 . but not as well as Fighters. and anyone else for whom fighting is a way of life.000 Hit Dice 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 9d8+2 9d8+4 9d8+6 9d8+8 9d8+10 9d8+12 9d8+14 9d8+16 9d8+18 9d8+20 9d8+22 Clerics are those who have devoted themselves to the service of a deity.000 48.000 4. including but not limited to magical weapons and armor. barbarian warriors.200.

The Prime Requisite for Thieves is Dexterity.050. however.1 2 2 1 2 2 2 2 3 2 3 2 3 3 4 3 4 3 4 3 4 3 4 4 4 4 5 4 5 4 5 1 2 2 2 2 3 3 3 3 3 3 4 6 1 2 2 2 2 2 3 3 3 3 Thief Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Exp. though the GM may amend this as he or she sees fit. to help maintain the proper state of uncertainty.950.000 150. hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons.000 750.PLAYER CHARACTERS BASIC FANTASY RPG Magic-User Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Exp.000 450.000 Hit Dice 1d4 2d4 3d4 4d4 5d4 6d4 7d4 8d4 9d4 9d4+1 9d4+2 9d4+3 9d4+4 9d4+5 9d4+6 9d4+7 9d4+8 9d4+9 9d4+10 9d4+11 1 1 2 2 2 2 3 3 3 3 4 4 4 4 4 5 5 5 6 6 6 2 1 2 2 2 2 3 3 3 4 4 4 4 4 5 5 5 5 5 Spells 3 4 . equal to Thieves at lower levels but quickly falling behind.000 900. The only weapons they become proficient with are the dagger and the walking staff (or cudgel). The Prime Requisite for Magic-Users is Intelligence. Also note that the GM may apply situational adjustments (plus or minus percentage points) as he or she sees fit. for instance.000 300. They may use any weapon.000 300. Magic-Users may not wear armor of any sort nor use a shield as such things interfere with spellcasting.350. See the Spells section for more details. They are the least hardy. but rather through insight and understanding.000 150. or allow the player to choose it.000 225.000 10. though they do pull ahead of the Magic-Users at higher levels. so the GM might apply a penalty of 20% for the slimy wall.000 975. a character must have a Dexterity score of 9 or higher to become a Thief. but may not wear metal armor as it interferes with stealthy activities.000 825.000 750. at his or her option.000 1. nor may they use shields of any sort.000 1. disarming traps and picking locks to get to the gold they crave.500 5. by faith in a greater power. a character must have an Intelligence score of 9 or higher to become a Magic-User. described below.250 2.000 Hit Dice 1d4 2d4 3d4 4d4 5d4 6d4 7d4 8d4 9d4 9d4+2 9d4+4 9d4+6 9d4+8 9d4+10 9d4+12 9d4+14 9d4+16 9d4+18 9d4+20 9d4+22 Magic-Users are those who seek and use knowledge of the arcane. or “borrowing” money from pockets.000 1. Thieves fight better than Magic-Users but not as well as Fighters.000 450.800.500 5.000 375. beltpouches.000 675.200. Points 0 2.000 20.000 525.650.000 75.000 1.000 600. at his or her option..000 1. etc. A first level Magic-User begins play knowing read magic and one other spell of first level.000 1.000 10.000 1.000 40. Magic-Users are the worst of all the classes at fighting.000 900. The GM may roll for the spell. 8 . One Turn must generally be spent to use any of these abilities. right under the nose of the “mark” without the victim ever knowing.000 600.500. The GM may choose to make any of these rolls on behalf of the player. it's obviously harder to climb a wall slick with slime than one that is dry.. They do magic not as the Cleric does..000 20. Thieves have a number of special abilities. assign it as he or she sees fit.000 40.000 80. Thieves are those who take what they want or need by stealth. Avoidance of honest work leads Thieves to be less hardy than the other classes. Points 0 1. These spells are written in a spellbook provided by his or her master. Leather armor is acceptable.

If the roll fails. Obviously. Climb Walls permits the Thief to climb sheer surfaces with few or no visible handholds. but further. It may only be tried once per lock. the Thief didn't get what he or she wanted. the Thief must wait until he or she has gained another level of experience before trying again. like Remove Traps. Note that the Thief and his or her party must try to be quiet in order for the Thief to use this ability. A Thief usually can't make a Sneak Attack on the same opponent twice in any given combat. of a victim without the victim noticing. or may be performed barehanded (in which case subduing damage is done. so the GM makes the roll. Also.BASIC FANTASY RPG PLAYER CHARACTERS Thief Abilities Thief Level Open Locks 1 25 2 30 3 35 4 40 5 45 6 50 7 55 8 60 9 65 10 68 11 71 12 74 13 77 14 80 15 83 16 84 17 85 18 86 19 87 20 88 Remove Traps 20 25 30 35 40 45 50 55 60 63 66 69 72 75 78 79 80 81 82 83 Pick Pockets 30 35 40 45 50 55 60 65 70 74 78 82 86 90 94 95 96 97 98 99 Move Silently 25 30 35 40 45 50 55 60 65 68 71 74 77 80 83 85 87 89 91 93 Climb Walls 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 Hide 10 15 20 25 30 35 40 45 50 53 56 59 62 65 68 69 70 71 72 73 Listen 30 34 38 42 46 50 54 58 62 65 68 71 74 77 80 83 86 89 92 95 Open Locks allows the Thief to unlock a lock without a proper key. A Thief hiding in shadows must remain still for this ability to work. The Sneak Attack can be performed with any melee (but not missile) weapon. Hide permits the Thief to hide in any shadowed area large enough to contain his or her body. cut the purse. a successful roll means only that a noise could have been heard. and second to disarm it. the intended victim (or an onlooker. the damage done in this case is subduing damage. The Thief will usually believe he or she is moving silently regardless of the die roll. The GM should always make this roll for the player. so the attack has a +0 attack bonus and does normal damage. The GM may require a Move Silently or Hide roll to determine this. 9 . The GM will make these rolls as the player won't know for sure if the character is successful or not until someone actually tests the trapped (or suspected) area.” the bonuses and penalties cancel out. is always rolled by the GM. Move Silently . see the Encounter section for details). The GM may require multiple rolls if the distance climbed is more than 100 feet. Remove Traps is generally rolled twice: first to detect the trap. Thieves can perform a Sneak Attack any time they are behind an opponent in melee and it is reasonably likely the opponent doesn't know the Thief is there. etc. or to try to listen for distant sounds in a dungeon. This ability should normally be rolled by the player. If the attempt fails. The GM must decide what noises the Thief might hear. Finally. the Thief falls from about halfway up the wall or other vertical surface. Listen is generally used to listen at a door. the Sneak Attack can be performed with the “flat of the blade. at the GM's option) will notice the attempt if the die roll is more than two times the target number (or if the die roll is 00). but those he or she is trying to avoid will hear the Thief if the roll is failed. The Sneak Attack is made with a +4 attack bonus and does double damage if it is successful. the Thief always believes he or she is being successful. Like Move Silently. Pick Pockets allows the Thief to lift the wallet. if the roll is failed.

and that five coins will “fit” in a cubic inch of storage space (this isn't literally accurate. Large 1 gp * Sack. 1 silver piece (sp) = 10 copper pieces (cp) Equipment The list below represents common adventuring equipment. ** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried. Prices and availability may vary at the GM's discretion. assume that one gold piece weighs 1/10th of a pound. Small (one man) 5 gp 10 Thieves' picks and tools 25 gp 1 Tinderbox. 10 . 10 ft. 10' wooden 1 gp 10 Quill 1 sp ** Quill Knife 1 gp * Quiver or Bolt case 1 gp 1 Rations. there are coins made of platinum. In addition to gold coins. Weights of items on the following list are expressed in pounds. small bag of pieces 2 gp * Cloak 2 gp 1 Clothing.) 10 gp 2 Sack. Silk (per 50 ft. Large (ten men) 25 gp 20 Tent. flint and steel 3 gp 1 Torches. common outfit 4 gp 1 Glass bottle or vial 1 gp * Grappling Hook 2 gp 4 Holy Symbol 25 gp * Holy Water. 6 1 gp 1 Whetstone 1 gp 1 Wineskin/Waterskin 1 gp 2 Winter blanket 1 gp 3 * These items weigh little individually. 12 1 gp * Chalk. 1 gp 20 Lantern. small metal 7 gp * Oil (per flask) 1 gp 1 Paper (per sheet) 1 gp ** Pole. Dry. at average prices. Ten of these items weigh one pound.PLAYER CHARACTERS BASIC FANTASY RPG Cost of Weapons and Equipment Money Monetary values are usually expressed in gold pieces. and copper. Small 5 sp * Spellbook (128 pages) 25 gp 1 Tent. First level characters generally begin the game with 3d6 x 10 gp (unless the GM decides otherwise). Item Price Weight Backpack 4 gp * Belt Pouch 1 gp * Candles. Hemp (per 50 ft. silver. electrum (an alloy of gold and silver). one week 10 gp 14 Rope. 12 1 gp 1 Ladder. Hooded 8 gp 2 Map or scroll case 1 gp ½ Mirror. per vial 10 gp * Ink. per jar 8 gp ½ Iron Spikes.) 1 gp 5 Rope. They are valued as follows: 1 platinum piece (pp) = 5 gold pieces (gp) 1 gold piece (gp) = 10 silver pieces (sp) 1 electrum piece (ep)= 5 silver pieces (sp) For game purposes. but works well enough when applied to a box or chest).

Ten of these items weigh one pound. In the wilderness. and must use Medium weapons with both hands. kobolds and goblins are similar in size to Halflings. Armor and Shields Armor Type No Armor Leather Armor Chain Mail Plate Mail Shield Price Weight 0 gp 0 20 gp 15 60 gp 40 300 gp 50 7 gp 5 AC 11 13 15 17 +1 11 . Some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply. due to their stocky.BASIC FANTASY RPG PLAYER CHARACTERS Weapons Weapon Price Size Weight Dmg. Axes Hand Axe 4 gp S 5 1d6 Battle Axe 7 gp M 7 1d8 Great Axe 14 gp L 15 1d10 Bows Shortbow 25 gp M 2 Shortbow Arrow 1 sp * 1d6 Silver† Shortbow Arrow 2 gp * 1d6 Longbow 60 gp L 3 Longbow Arrow 2 sp * 1d8 Silver† Longbow Arrow 4 gp * 1d8 Light Crossbow 30 gp M 7 Light Quarrel 2 sp * 1d6 Silver† Light Quarrel 5 gp * 1d6 Heavy Crossbow 50 gp L 14 Heavy Quarrel 4 sp * 1d8 Silver† Heavy Quarrel 10 gp * 1d8 Daggers Dagger 2 gp S 1 1d4 Silver† Dagger 25 gp S 1 1d4 Swords Shortsword 6 gp S 3 1d6 Longsword/Scimitar 10 gp M 4 1d8 Two-Handed Sword 18 gp L 10 1d10 Hammers and Maces Warhammer 4 gp S 6 1d6 Mace 6 gp M 10 1d8 Maul 10 gp L 16 1d10 Other Weapons Club/Cudgel/Walking 2 sp M 1 1d4 Staff Quarterstaff 2 gp L 4 1d6 Pole Arm 9 gp L 15 1d10 Sling 1 gp S * Bullet 1 sp * 1d4 Stone n/a * 1d3 Spear 5 gp M 5 Thrown (one handed) 1d6 Melee (one handed) 1d6 Melee (two handed) 1d8 * These items weigh little individually. twohanded swords. † Silver tip or blade. Dwarves. Weapon Size Humans and Elves must wield Large weapons with both hands. the attacker gets a +1 attack bonus. Missile Weapon Ranges Weapon Longbow Shortbow Heavy Crossbow Light Crossbow Dagger Hammer Hand Axe Oil or Holy Water Sling Spear Short Medium (+1) (0) 70 140 50 100 80 160 60 120 10 20 10 20 10 20 10 30 30 60 10 20 Long (-2) 210 150 240 180 30 30 30 50 90 30 Missile weapon ranges are given in feet. If the target is further away than the Medium range figure. Halflings may not use Large weapons at all. and thus should have similar weapon limits. and longbows). but may use Small or Medium weapons in one hand. substitute yards for feet. for instance. powerful builds. are able to use Medium weapons one-handed and some Large weapons in two hands. The GM should apply similar limitations to weaponarmed monsters. but not beyond the Long range figure. If the target is as close as or closer than the Short range figure. for use against lycanthropes. the attacker receives a -2 attack penalty. polearms. but Large weapons more than four feet in length are prohibited (specifically.

PLAYER CHARACTERS

BASIC FANTASY RPG

Explanation of Equipment
A Backpack will hold a maximum 40 pounds or 3 cubic feet of goods. Some items may be lashed to the outside; such will count toward the weight limit but not the volume limit. A Halfling's backpack holds at most 30 pounds and/or 1½ cubic feet, but costs the same as a full-sized item. A Candle will shed light over a 5' radius, with dim light extending 5' further. A normal candle will burn about 3 turns per inch of height. Chalk is useful for “blazing a trail” through a dungeon or ruin, to ensure that the adventurers can find their way back out again. Holy Water is explained in the Encounter section. Iron Spikes are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations. A Lantern will provide light covering a 30' radius; dim light will extend about 20' further. A lantern will consume a flask of oil in 18+1d6 turns. A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end, and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells. A Mirror is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a Medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight. A Quiver is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case, the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same regardless of the type. Dry Rations may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not “go bad” in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week, and are packaged in waxed or oiled cloth to protect them. Hemp Rope is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio. Silk Rope is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, above, apply here also. A Large Sack will hold at most 40 pounds or 4 cubic feet of goods. A Small Sack will hold at most 20 pounds or 2 cubic feet of goods. A pair of Saddlebags will hold at most 10 pounds or 1 cubic foot of goods (divided evenly between both bags). Thieves' Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools, or may be used at a penalty at the option of the Game Master. A Tinderbox is generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The time required to start a fire should be determined by the GM according to the prevailing conditions; under ideal conditions, starting a fire with a flint, steel and tinder takes about a turn. A Torch sheds light over a 30' radius, with dim light extending about 20' further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight. A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes. Wineskin/Waterskin is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.

12

BASIC FANTASY RPG

PLAYER CHARACTERS

Beasts of Burden
Note: Statistics for the animals below are on page 55.
Item Price Weight Horse, Draft 120 gp Horse, War 200 gp Horse, Riding 75 gp Pony* 40 gp Pony, War* 80 gp * Due to their small stature, Dwarves and Halflings must ride ponies rather than horses.

Tack and Harness
Item Bit and bridle Horseshoes & shoeing Saddle, Pack Saddle, Riding Saddlebags, pair Price 15 sp 1 gp 5 gp 10 gp 4 gp Weight 3 10 15 35 7

Vehicles
The following tables give details of various land and sea vehicles. Game Masters should feel free to create their own vehicles, in which case the table can be used for guidance. Some of the statistics given below are explained in detail later.

Land Transportation
Vehicle Length x width* Chariot 15' x 6' Coach 30' x 8' Wagon 35' x 8' *Includes hitched horses or mules. Weight 300 1,000 2,000 Cargo 750 lbs 2,000 lbs 4,000 lbs Movement 120' (10') 60' (15') 40' (20') Hardness / HP 10 / 10 6 / 12 6 / 16 Cost (gp) 400 1,500 500

Water Transportation
Vehicle Canoe Caravel Carrack Galley, Small Galley, Large Longship Raft/Barge Riverboat Rowboat Sailboat Length x Width 15' x 4' 55' x 15' 60' x 20' 100' x 15' 120' x 20' 110' x 15' per 10' x 10' 50' x 20' 15' x 6' 40' x 8' Cargo ½ ton 75 tons 135 tons 210 tons 375 tons 10 tons 1 ton 50 tons 1 ton 5 tons Crew 1 10 20 90 160 70 2 10 1 1 Movement Miles/Day 40' (5') 30 20' (20') 45 30' (30') 50 20' (20') 40 / 25 30' (25') 45 / 25 30' (25') 45 / 25 40' (10') 20 20' (20') 30 30' (10') 25 40' (15') 40 Hardness / HP 4/4 8 / 75 10 / 120 8 / 75 10 / 120 9 / 110 6 / 12 8 / 30 6/8 7 / 20 Cost (gp) 50 10,000 20,000 15,000 30,000 25,000 100 3,500 600 2,000

Notes Regarding Vehicles
The Crew figure given reflects the minimum number of sailors and/or rowers needed to operate the ship. Officers are not counted among these numbers, and of course it is always a good idea to hire extra sailors and/or rowers to ensure that any casualties will not slow down the ship. Cargo for wagons is given in pounds, while for ships it is given in tons. If the ship sails night and day, each passenger requires living space equivalent to one ton of cargo; in addition, provisions for one man for one month occupy 1/10 of a ton of space. Movement is given separately here in feet (yards, actually; see Time and Scale in Part 4: The Adventure for an explanation) as well as miles per day. The encounter movement of ships is not directly related to the long-distance travel rate, since the crew must work hard to make the ship move quickly in combat, and this level of effort cannot be maintained day and night. See Attacking a Vehicle in the Encounter section for details on the Hardness and HP statistics.

13

PLAYER CHARACTERS
A chariot requires a single horse, generally a warhorse, to pull it. Both coaches and wagons require at least a pair of draft horses to pull them. A caravel is a highly maneuverable sailing ship with two or three masts. Though superficially similar to the larger carrack, caravels are capable of sailing up rivers, a task for which the larger ship is ill suited. A carrack is a large, ocean-going sailing ship with three or four masts. Galleys are equipped with both sails and oars; the second listed movement rate for galleys is the rowing speed. A small galley will have around 20 rows of

BASIC FANTASY RPG
oars, with each oar pulled by two men (for a total of 80 rowers) while a large galley will have around 35 rows of oars (for a total of 140 rowers). Galleys are generally much more maneuverable than sailing ships such as the carrack or caravel, and may be outfitted with rams. The longship commonly used by northern raiders is very similar to the large galley. However, where more civilized nations have specialist rowers, sailors, and marines, the crew of a longship is more generalized; most crewmen will be qualified for all of these tasks.

Siege Engines
These are weapons used to attack strongholds, or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager or trebuchet) must have a trained artillerist to fire it; this is the character who makes the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note: siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Rate of Fire 1/4 1/3 1/6 1/10 Attack Penalty -3 +0 -6 -8 Short Range (+1) 50' N/A 100' N/A Medium Range (+0) 100' N/A 200' 300' Long Range (-2) 150' N/A 300' 400'

Weapon Ballista Battering Ram Onager Trebuchet

Cost 100 gp 200 gp 300 gp 400 gp

Damage 2d8 2d8 2d12 3d10

Ballista: This is effectively a very large crossbow that may fire a spear-like bolt or a large stone. It is usually mounted on a tripod or wagon, but may also be mounted on a ship. When firing bolts, a ballista cannot damage brick or stone. A ballista requires a crew of three to operate. Battering Ram: These are usually operated under a sow (a sort of portable roof). They require a crew of eight or more. Onager: This weapon throws a stone with a fairly flat trajectory. An onager requires a crew of four to operate. Trebuchet: This mighty weapon uses a counterweight to fling a stone on a high, arcing path. It cannot fire at targets within 200 yards. If it is aimed at a target that is more than 20’ higher than the weapon, there is an additional –2 attack penalty. A trebuchet requires a crew of eight to operate.

14

Each day. SPELLS Second Level Clerical Spells 1 2 3 4 5 6 7 8 Bless* Charm Animal Find Traps Hold Person Resist Fire Silence 15' radius Speak with Animals Spiritual Hammer Third Level Clerical Spells 1 2 3 4 5 6 7 8 Continual Light* Cure Blindness Cure Disease* Growth of Animals Locate Object Remove Curse* Speak with Dead Striking Fourth Level Clerical Spells 1 2 3 4 5 6 7 8 Animate Dead Create Water Cure Serious Wounds* Dispel Magic Neutralize Poison* Protection from Evil 10' radius* Speak with Plants Sticks to Snakes Cleric Spells Clerics receive their spells through faith and prayer. while Magic-Users must study their spellbooks. In combat. such spells are shown with an asterisk after the name. If a spellcaster is attacked on the Initiative number on which he or she is casting a spell. A spellcaster may always choose to dismiss a prepared spell (without casting it) in order to prepare a different spell of that level. in order to cast spells. the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces. only those actually cast must be replaced. spellcasters prepare spells to replace those they have used. usually in the morning. Clerics do this through prayer. above. Because they gain their spells through prayer. Of course. However. Some spells are reversible. a deity devoted to healing may refuse to grant reversed healing spells. in some cases the Cleric's deity may limit the availability of certain spells. casting a spell usually takes the same time as making an attack. a Cleric may prepare any spell of any level he or she is able to cast. Spellcasters must have at least one hand free. the spell is spoiled and lost. Each day. thus. Spells prepared but not used persist from day to day. and be able to speak. Fifth Level Clerical Spells 1 2 3 4 5 6 7 8 Commune Create Food Dispel Evil Insect Plague Quest* Raise Dead* True Seeing Wall of Fire First Level Clerical Spells 1 2 3 4 5 6 7 8 Cure Light Wounds* Detect Evil* Detect Magic Light* Protection from Evil* Purify Food and Water Remove Fear* Resist Cold Sixth Level Clerical Spells 1 2 3 4 5 6 7 8 Animate Objects Blade Barrier Find the Path Heal* Regenerate Restoration Speak with Monsters Word of Recall 15 . binding and gagging a spellcaster is an effective means of preventing him or her from casting spells. for instance.BASIC FANTASY RPG SPELLS PART 3: The number of spells of each level which a Cleric or Magic-User may cast per day is shown on the appropriate table in the Characters section. a Cleric must pray for at least three turns in order to prepare spells. generally in the morning.

They prepare spells by study of their spellbooks. or by studying another MagicUser's spellbook. A beginning Magic-User starts with a spellbook containing read magic and at least one other firstlevel spell.SPELLS BASIC FANTASY RPG Magic-User Spells Magic-Users cast spells through the exercise of knowledge and will. the spell learned must be transcribed into the Magic-User's own spellbook. Magic-Users may learn spells by being taught directly by another Magic-User. at a cost of 500 gp per spell level transcribed. researching another MagicUser's spellbook takes one day per spell level. If being taught. or through the use of a special first-level spell: read magic. and it is so ingrained that it can be prepared without a spellbook. at no cost. Read magic has a range of “touch” and is permanent with respect to any given magical work (spellbook or scroll). each Magic-User has his or her own spellbook. and requiring one page per spell level. Either way. All Magic-Users begin play with read magic as their first spell. containing the magical formulae for each spell the Magic-User has learned. written in a magical script that can only be read by the one who wrote it. Third Level Magic-User Spells 1 2 3 4 5 6 7 8 9 10 11 12 Clairvoyance Darkvision Dispel Magic Fireball Fly Haste* Hold Person Invisibility 10‘ radius Lightning Bolt Protection from Evil 10’ radius* Protection from Normal Missiles Water Breathing Fourth Level Magic-User Spells 1 2 3 4 5 6 7 8 9 10 11 12 Charm Monster Confusion Dimension Door Growth of Plants* Hallucinatory Terrain Ice Storm Massmorph Polymorph Other Polymorph Self Remove Curse* Wall of Fire Wizard Eye First Level Magic-User Spells 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12 Charm Person Detect Magic Floating Disc Hold Portal Light* Magic Missile Magic Mouth Protection from Evil* Read Languages Shield Sleep Ventriloquism Continual Light* Detect Evil* Detect Invisible ESP Invisibility Knock Levitate Locate Object Mirror Image Phantasmal Force Web Wizard Lock Fifth Level Magic-User Spells 1 2 3 4 5 6 7 8 9 10 Animate Dead Cloudkill Conjure Elemental Feeblemind Hold Monster Magic Jar Passwall Telekinesis Teleport Wall of Stone Second Level Magic-User Spells Sixth Level Magic-User Spells 1 2 3 4 5 6 7 8 9 10 Anti-Magic Shell Death Spell Disintegrate Flesh to Stone* Geas* Invisible Stalker Lower Water Projected Image Reincarnate Wall of Iron 16 . a spell can be learned in a single day. as determined by the GM.

magic items and This spell allows the caster to charm one or more animals. either for normal or giant-sized animals. and the caster cannot perform further magic until the spell has expired. This spell cannot animate objects carried or worn by a creature. with a save vs. and generally must move in contact with the ground (walking. They remain animated until they are destroyed. The caster may decide which individual animals out of a mixed group are to be affected first. per caster level (i. Animated skeletons have hit dice equal to the number the creature had in life. If the caster evokes the barrier so that it appears where creatures are. No saving throw is allowed. Blade Barrier Cleric 6 Range: 90' Duration: 1 round/level This spell creates a wall of whirling blades up to 20' long per caster level. the animals will resume normal activity immediately. each creature takes damage as if passing through the wall. in Alphabetical Order Animate Dead Cleric 4. Spells to resist. weapons which are animated do damage using the normal die roll for the type. and saving throws against magical fear. As a special case. up to a maximum of 25 lbs. An animated skeleton can be created only from a mostly intact skeleton. this means one hit die. The animated objects then attack whomever or whatever the caster designates.e. 300 lbs. animated objects attack using the same attack bonus as the caster. The caster must touch the remains to be animated. In general. No character may normally control more hit dice of undead than 4 times his or her level. in much the same fashion as charm person . but creatures of more fantastic nature (as determined by the GM) are allowed a save vs. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful save vs. and so on). but only up to a maximum 1d8. at 12th level. at a rate of 1 hit die per caster level. for skeletons of humans or demi-humans. a zombie can be created only from a mostly intact corpse. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6). Animated objects have a movement rate of 10'. Death Ray. excess hit dice of effect are ignored. Magical attacks will not affect the caster. This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Bless* Cleric 2 Range: 50' radius Duration: 1 minute/level This spell gives the caster and his or her allies (within a 50' radius of the caster) a bonus of +1 on attack rolls. Animate Objects Cleric 6 Range: 100'+10'/level Duration: 1 round/level This spell imbues inanimate objects with mobility and a semblance of life.BASIC FANTASY RPG SPELLS All Spells. Death Ray reducing damage to half. A blade barrier provides cover (+4 bonus to Armor Class) against attacks made through it. at 13th level. or a ringed wall of whirling blades with a radius of up to 5' per two levels. An animated object can be of any nonmagical material. Charm Animal Cleric 2 Range: 60' Duration: level+1d4 rounds Anti-Magic Shell Magic-User 6 Range: 10' radius Duration: 1 turn/level Within a 10' radius around the caster. regardless of the character level of the deceased. Magic-User 5 Range: touch Duration: special spells within the radius are suppressed. It fills the caster's enemies (within a 50' radius) with fear and doubt. Either form will be up to 20 ft. The GM must rule on the effectiveness of animated objects in combat. however seems most appropriate to the GM). hopping. The caster can animate one object per level. The reverse of bless is called bane. while larger and/or heavier objects do 1d6 or 1d8 (at the GM's discretion). and no more. When the duration expires. 325 lbs. regardless of how many times this spell is cast. all magic is negated for the full duration of the spell. The caster may animate a number of hit dice of undead equal to twice his or her caster level. and saving throws against magical fear. morale checks. slithering. causing each affected creature to suffer a –1 penalty on attack rolls. Zombies have one more hit die than the creature had in life. 17 . high (as allowed by available space). Small or lightweight objects do no more than 1d4 damage per hit. or bouncing. morale checks (for monsters or NPCs allied with the caster).

Spells is allowed to resist the effect. 5–10 Do nothing but babble incoherently. though the being is technically allied with the caster. Undead monsters are unaffected. 3–4 Act normally. up to a maximum of 60' away. if combined with speak with animals. Confusion Magic-User 4 Range: 360' Duration: 2 rounds+1/level This spell causes up to 3d6 living creatures within a 30' radius circle around the target point to become confused. A save vs. contact is lost. every week if its Intelligence is 9-12. The caster must speak the target's language to communicate any commands. Roll on the following table on each subject’s Initiative number each round to see what the subject does. 11–14 Flee away from caster at top possible speed. Charm Person Magic-User 1 Range: 30' Duration: special This spell creates a 20'x20'x20' cloud of poison gas which moves at a rate of 10' per round under the control of the caster (so long as he or she concentrates on it). creatures having 4 or more hit dice or levels must save vs. The caster may choose another subject creature after at least a turn has passed. rather. The spell does not enable the caster to control the charmed person as if it were an automaton. regardless of level of ability. A confused character who can’t carry out the indicated action does nothing but babble incoherently. this spell becomes significantly more useful. as long as it is still confused when its turn comes. 18 . The ritual to cast this spell takes 1 turn to complete. enabling multiple locations to be viewed. but it will not do anything it wouldn’t ordinarily do. The caster can try to give the subject orders. and the target creature is unaware that it is being so used. or else be good at pantomiming. 15–20 Attack nearest creature. or attempting to carry off the caster to a “safe” place). Spells will negate the effect. Behavior Attack caster with melee or ranged weapons (or close with caster if attack is not possible). d20 1–2 Clairvoyance Magic-User 3 Range: 60' Duration: 12 turns This spell enables the caster to see into another area through the eyes of a living creature in that area. These details are left to the GM's discretion. Commune Cleric 5 Range: self Duration: 1 round/level This spell puts the caster in contact with his patron deity or an extraplanar servant thereof. who answers one yes-or-no question per caster level. No saving throw is allowed. making them unable to independently determine what they will do. it may still not answer questions clearly or completely. Saving throws are made just as for charm person. The cloud persists for the entire duration even if the caster ceases to concentrate upon it. BASIC FANTASY RPG If the subject creature moves out of range. Poison or die. of course. and further may receive an additional saving throw to overcome the magic (at the GM's discretion). If there is no appropriate creature in that area. The target receives a new saving throw each day if it is has an Intelligence of 13 or greater. Attackers are not at any special advantage when attacking a confused character. Humans and demi-humans may be affected. the charmed creature will act to protect its “friend” (though that could mean attacking the caster's enemies. The gas kills outright any creatures of 3 or fewer hit dice or levels it comes in contact with. and further. or every month it its Intelligence is 8 or less. This spell makes a humanoid creature of 4 hit dice or less regard the caster as its trusted friend and ally. This spell can affect 3d6 hit dice of creatures of 3 or fewer hit dice. except that the effect is not restricted by creature type or size. Charm Monster Magic-User 4 Range: 30' Duration: special Cloudkill Magic-User 5 Range: 100'+10'/level Duration: 6 rounds/level This spell functions like charm person. though the caster may be able to choose another target in this case. the spell fails. it receives a +5 bonus on its saving throw. or one creature of more than 3 hit dice. it perceives his or her words and actions in the most favorable way. The being contacted may or may not be omniscient. A saving throw vs. Any confused character who is attacked automatically retaliates on its next turn. The caster must specify the direction and approximate distance. if the caster is attacked. If the creature is currently being threatened or attacked by the caster or his or her allies.SPELLS This spell does not grant the caster any special means of communication with the affected animals.

with light of lesser intensity to a radius of 60'. control of the summoned Elemental is lost and cannot be regained. Death Ray. although it can Range: touch Duration: instantaneous This spell works exactly like cure light wounds. up to a maximum range of 360' from the caster. provided the caster concentrates on nothing but controlling the creature. Magic-User 2 Range: 360' Duration: 1 year/level This spell creates a spherical region of light. while in control of an elemental. Fire. Only dispel magic or dispel evil will banish the elemental once control has been lost. plus 1 point per caster level. causes 1d6+1 damage to the creature affected by it. If the Magic-User loses concentration. Conjure Elemental Range: Magic-User 5 240' Duration: special A portal to one of the Elemental Planes of Air. The reverse. choose to return to its home plane on its own. Food so created decays and becomes inedible within 24 hours. Cure disease cures all diseases that the subject is suffering from. Creatures targeted by this spell are allowed a save vs. or movement over half the normal rate results in loss of concentration. save that it heals 2d6 points of damage. including light or continual light).BASIC FANTASY RPG SPELLS be kept fresh for another 24 hours by casting purify food and water on it. The conjurer. overpowering normal light sources. the spell is cast into the air just behind the target creature. this spell can be used to blind a creature if cast on its visual organs. highly nourishing. they are injured by cure light wounds and healed by cause light wounds. such creatures will not choose to remain on the material plane for long. Note that one or more vessels to contain the water must be available at the time of casting. Undead are affected by this spell and its reverse in opposite fashion. The reverse form of this spell. as bright as full daylight up to a 30' radius. but rather bland. and one cubic foot of water is roughly 8 gallons. Up to 3 men or one horse per caster level can be fed for one day with this spell. Note: This spell does not prevent reinfection after a new exposure to the same disease. spell casting. An elemental may. At most one elemental of each type may be summoned by the caster in a given day. A penalty of -4 is applied to the blinded creature's attack rolls if the saving throw fails. or Water is opened. just as with the light spell. continual darkness . The reversed spell. The creature then seeks to attack the conjurer and all others in its path. combat. The spell remains in effect for one year per level of the caster. As with light. Cure Blindness Cleric 3 Range: touch Duration: instantaneous With this spell the caster can cure a creature suffering blindness (whether caused by injury or by magic. Create Water Cleric 4 Range: 10' Duration: permanent This spell creates one gallon of water per caster level. Cure Light Wounds* Cleric 1 Range: touch Duration: instantaneous With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature. can dismiss it to its native plane at will (doing so on his or her Initiative if in combat). of course. Create Food Cleric 5 Range: 10' Duration: permanent Cure Serious Wounds* Cleric 4 The food that this spell creates is simple fare of the caster's choice. Note: Water weighs about 8 pounds per gallon. Blindness caused by a curse cannot be cured by this spell. cause light wounds. cause serious 19 . The water created by this spell is just like clean rain water. or at a creature. Cure Disease* Cleric 3 Range: touch Duration: instantaneous Continual Light* Cleric 3. A successful attack roll is required in this case. Continual darkness may be used to blind in the same way as continual light. causes complete absence of light in the area of effect. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. if the save is made. it serves the conjurer indefinitely. Earth. The spell also kills parasites afflicting the target creature. into the air. Once the elemental appears. Continual light can be cast on an object. allowing the Magic-User to summon an elemental from that plane.

Spells is unaffected. if that target saves. Excess levels of effectiveness are lost. even “bad” characters. creatures or objects within the given range. Reversed. whether the caster visualizes the area or states direction and distance. The exact definition of evil is left for the GM to decide. angelic creatures. but the glow cannot be seen by anyone else.” and thus not detectable by this spell. the spell fails automatically. seeing them as translucent shapes. those that fail the save die immediately.” First. also works exactly like cause light wounds. This use also ends the spell. Invisible creatures or objects are not detected by this spell. green ray to spring from the caster's pointing finger. and so on. Any single creature or object (up to a 10x10x10 foot cube of material) is entirely disintegrated. but the emanations of the invisibility magic will be seen as an amorphous glowing fog. BASIC FANTASY RPG light. and possibly extraplanar creatures of evil nature. Second. The caster of this spell instantly transfers himself or herself. Only the caster sees the glow. The caster sees the “evil” creatures or objects with a definite glow around them. The ray can target only one creature per casting. A disintegrated creature’s equipment is unaffected. If the target area is within a solid object. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. including another character or creature if the transportee can lift it. Detect Evil* Cleric 1. the caster can detect creatures with evil intentions. Magic-User 1 Range: 60' Duration: 2 turns The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight. specifically. The caster or target creature always arrives at exactly the spot desired. this spell becomes detect good. A creature that makes a successful save vs. magic items with evil enchantments. The creature can negate the effects with a successful save vs. Magic-User 2 Range: 60' Duration: 1 round/level Disintegrate Magic-User 6 Range: 60' Duration: instantaneous This spell allows the caster to detect evil. This spell causes a thin. Saving throws do not apply to this effect. Creatures of 8 or more hit dice or levels are immune to the spell. the caster can choose to drive an evil creature back to its home plane by touch (requiring a successful attack roll). with a touch the caster can automatically dispel any one spell cast by an evil creature. which works just as described above with respect to detecting “good” enchantments. cannot be detected by this spell. the caster gains a +4 bonus to Armor Class against attacks by evil creatures. golems. Spells to avoid being transported. possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2. Note that items such as ordinary traps or poisons are not “evil. and any other “creature” that is not truly alive. except that it inflicts 2d6 + caster level in damage.SPELLS wounds. Detect Magic Cleric 1. Darkvision Magic-User 3 Range: touch Duration: 1 hour/level The subject receives Darkvision with a range of 60' for the duration of the spell. Normal characters. (See page 37 for details. as only overwhelming evil is detectable. Third. to any spot within 200' plus 20' per caster level. Death Ray. This use discharges and ends the spell. Spells. hereafter called “evil creatures. An unwilling target may save vs. even if the saving throw succeeds. Dispel Evil Cleric 5 Range: touch Duration: 1 round/level This powerful spell aids the caster in dealing with creatures from the nether planes. the spell is wasted. leaving behind only a trace of fine dust. seeing them surrounded by a pale glowing 20 . Each creature affected is allowed to save vs. as are undead monsters. Anything worn or carried by the caster or target creature will be transported also. Detect Invisible Magic-User 2 Range: 60' Duration: 1 turn/level By means of this spell the caster is able to see invisible characters. or any single target creature within range.) Dimension Door Magic-User 4 Range: 10' Duration: instantaneous Death Spell Magic-User 6 Range: 240' Duration: instantaneous This spell will kill 3d12 hit dice or levels of creatures in a 30' radius sphere centered wherever the caster wishes (within the range limit).

this specifically includes any curse. Range: 30' Duration: 3 turns This spell permits the caster to detect a variety of traps. The caster is not. a 10 th level caster dispelling magic created by a 14 th level caster has a 20% chance of failure. extraplanar creatures that oppose the caster should almost always qualify. Spells for half damage is allowed. A glowing. The spell also does not bestow the caster with the knowledge needed to disarm the trap. so long as the duration has not expired. SPELLS protect them from harm. unless it impacts upon a material body or 21 . Find the Path Cleric 6 Range: touch Duration: 1 turn/level The recipient of this spell can find the shortest. or unsafe walls of natural rock. he or she will see it glow with a faint greenish-blue aura. all such effects within the area may be canceled. as are mindless creatures such as golems. whichever comes first. as well as locations described to the caster. both mechanical and magical. The caster points a finger and determines the range (distance and height) at which the fireball is to burst. The location must be on the same plane as the caster at the time of casting. The caster must designate a direction. A target creature that can cast Magic-User spells suffers a penalty of -4 on its saving throw against this spell. The target creature is not normally aware of being spied upon in this way. however. Even knowing the name of a location (if it has a name) is enough for this spell to function. Those created by higher level casters might not be canceled. The caster may stop listening. Spells. Each turn the caster may choose to “listen” in a different direction. the spell enables the subject to detect secret doors and to know any passwords required. not objects or creatures. The caster must have some knowledge about the location. able to detect certain natural hazards such as quicksand.BASIC FANTASY RPG The exact definition of evil is left for the GM to decide. a sinkhole. nor any details about its type or nature. or to affect an area. or communicate coherently. All undead creatures are immune to this effect. The locale can be outdoors or underground. The explosion creates almost no pressure. For example. Dispel Magic Cleric 4. If dispel magic is targeted at a creature. all spell effects (including ongoing potion effects) may be canceled. ESP Magic-User 2 Range: 60' Duration: 1 turn/level This spell permits the caster to detect the surface thoughts of one or more targets within range. or to end ongoing spells (or at least their effects) within a cubic area 20' on a side. Some spells cannot be ended by dispel magic. however. its Intelligence and Charisma scores each drop to 1. When the caster moves within 30’ of a trap. The spell ends when the destination is reached or the duration expires. Fireball Magic-User 3 Range: 100'+10'/level Duration: instantaneous Feeblemind Magic-User 5 Range: 180' Duration: permanent If the target creature fails a saving throw vs. A save vs. most direct physical route to a specified destination. The caster must choose whether to dispel magic on a creature or object. any location the caster has ever visited can be so located. The spell enables the subject to sense the correct direction that will eventually lead it to its destination. If cast upon an area. Magic-User 3 Range: 120' Duration: instantaneous Find Traps Cleric 2 The caster can use dispel magic to end ongoing spells that have been cast on a creature or object. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Find the path works with respect to locations. then resume again later. understand language. Rock more than 2 inches thick or a thin coating of lead or gold will block the spell. indicating at appropriate times the exact path to follow or physical actions to take. and then concentrate for a turn in order to “hear” the thoughts. including those created by bestow curse (the reverse of remove curse ) as well as by cursed items. The subject remains in this state until a heal spell is used to cancel the effect. The victim does remember who its friends are and can follow and A fireball spell creates an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a spherical volume having a 20' radius. there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. The affected creature is unable to cast spells. For example. pea-sized bead streaks from the pointing digit and.

For example. the fireball may continue beyond the barrier in order to attain its full volume. and some will fall off with every step the caster takes. will remain stable. it suffers a –2 penalty to each of its ability scores. When the spell duration expires. It is about the size of a shield. but a large sack full of coins. restoring the creature just as it was when it was petrified. no matter how long it takes. slightly concave circular plane of force for carrying loads. with the same maneuverability as the subject has when moving on the ground. Since dispelling a spell effectively ends it. It remains still when within 10' of the caster. If the subject reaches the ground in that amount of time. typically as part of a bargain with the caster to perform some service.) If the caster attempts to send the bead through a narrow passage. being 3 feet in diameter and 1 inch deep at its center. It can hold a maximum of 500 pounds of weight. Flying under the effect of this spell requires only as much concentration as walking. blossoms into the fireball at that point. to turn into a mindless. If not. The subject floats downward 120' per round for 1d10 rounds. The subject of a fly spell can neither charge nor run. Similarly. copper. If the statue resulting from this spell is broken or damaged. Petrification is allowed to resist the spell. and follows at the caster's movement rate if he or she moves away from it. such as through an arrow slit. The subject can ascend at half speed and descend at double speed. inert statue. Spells will allow an unwilling target to resist a geas when it is first cast. The reverse spell. he or she lands safely. along with all its carried gear.SPELLS solid barrier prior to attaining the prescribed range. Fly Magic-User 3 Range: touch Duration: 1 turn/level Flesh to Stone* Magic-User 6 Range: 30'/level Duration: permanent The subject of this spell can fly at a speed equal to his or her normal ground movement rate (as adjusted by encumbrance). A clever recipient can subvert some instructions. at the GM's discretion. it can cause almost any other course of activity. (Note that water weighs about 8 pounds per gallon. A saving throw vs. at about the height of the caster's waist. the magic fails slowly. the disc disappears from existence and drops whatever was supported to the surface beneath. (An early impact results in an early detonation. The target creature must be able to understand the caster for this spell to take effect. If the instructions involve some open-ended task that the recipient cannot complete through his or her own actions. the subject falls the rest of the distance. as desired by the caster. It can melt metals with low melting points. gold. so the subject can attack or cast spells normally. For every 24 hours that the subject chooses not to obey the geas (or is prevented from obeying it). the spell remains in effect for a maximum of one day per caster level. Geas* Magic-User 6 Range: 5' per level Duration: special Floating Disc Magic-User 1 Range: 0 Duration: 5 turns +1/level This spell creates an invisible. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death. a pile of loose coins will tend to slip and slide about. or else the bead strikes the barrier and detonates prematurely. silver. However. It does nothing if applied to stone that is not the result of flesh to stone or similar petrification effects (such as a medusa's gaze). the target may choose to accept the geas. If the damage caused to an interposing barrier shatters or breaks through it. the subject (if ever returned to its original state) suffers equivalent damage or deformities. This spell causes the subject. A saving throw vs. properly tied. The floating disc can be pushed as needed to position it but will be dispelled Geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity. BASIC FANTASY RPG if somehow moved more than 10' from the caster. taking normal falling damage. but the water must be in a barrel or other reasonable container that can be placed upon the disc. and bronze. the subject also descends in this way if the fly spell is dispelled. acts as a counterspell for flesh to stone. nor carry aloft more weight than his or her maximum load. The geased creature must follow the given instructions until the geas is completed. such as lead. Only creatures made of flesh are affected by this spell. Should the spell duration expire while the subject is still aloft.) The disc must be loaded so that the items placed upon it are properly supported. or they will (of course) fall off. he or she must roll a missile attack (without range adjustments) to hit the opening. The fireball sets fire to combustibles and damages objects in the area. up to a 22 . The disc floats level to the ground. stone to flesh . the disc can support just over 62 gallons of water.

The reversed spell. haste becomes slow . Growth of Plants* Range: Magic-User 4 120' Duration: permanent This spell causes normal vegetation (grasses. or by the reverse of this spell. The area of effect is identical to the normal version. Reversed. briars. Spells is allowed to see through the illusion. Growth of Animals Cleric 3 Range: 60'+10'/level Duration: 1 turn/level This spell causes an animal to grow to twice its normal size and eight times its normal weight. grassland into desert. A save vs. nausea. may be used to render overgrown areas passable. sounds. nor is the use of magic items such as wands. Heal does not remove negative levels or restore permanently drained ability score points. This spell requires a full turn to cast. No ability score can be reduced to less than 3 by this effect. confusion. It also restores all but 1d4 of the target's hit points. for the duration of the spell. and smells like another sort of natural terrain. All movement within the affected area is reduced to no more than 5’ per round for less than giant sized creatures. affected creatures move at half speed. thistles. only apply the most powerful or longest lasting effect. or by a wish. and its existing natural Armor Class increases by 2. The spell gives no means of command or influence over the enlarged animals. creepers. harm. Dispel magic does not affect a geas. feet (a 10'x100' area or equivalent) per 5 caster levels. either by the opposite form or by dispel magic. field into forest. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. normally. Heal* Cleric 6 Range: touch Duration: permanent Heal enables the caster to wipe away injury and afflictions. SPELLS Hallucinatory Terrain Magic-User 4 Range: 400'+40'/level Duration: 12 turns/level This spell makes one 10 yard cube per level of outdoor terrain appear like a different type (i. The reverse form. shrink plants. blindness. etc. though they may become confused or panicky afterward (at the GM's discretion). The caster must succeed at a normal attack roll in this case. The animal's carrying capacity is also doubled. every other round) and making half a normal move each round. Haste and slow counter and dispel each other. attacking half as often (generally. All equipment worn or carried by an animal is similarly enlarged by the spell. having double their normal movement rates and making twice the normal attacks per round. It immediately ends any and all of the following adverse conditions affecting the target: ability damage. Naturally. if the victim has fewer hit points remaining than the number rolled. A geas (and all effects thereof) can be ended by a remove curse spell. vines. feeblemind. Multiple haste or speed effects don’t combine. domesticated animals will not attempt to resist it. and poison. Spells to resist this spell. trees. but cannot exceed 1000 sq. injures the creature touched so horribly that it is left with only 1d4 hit points. Growth of plants and its reverse are permanent until countered.) within range to become thick and overgrown. The area must have brush and/or trees in it for this spell to take effect. 23 .BASIC FANTASY RPG total of –8. bushes. The affected creature will do double normal damage with all physical attacks. which may still be used just once per round. or the like). he or she will take at least one point of damage (and this is the only case in which harm may kill a creature). The dimensions of the growth are determined by the caster. giant sized creatures are reduced to half normal movement rate. Spellcasting is not accelerated. insanity. deafness. Note that. failure means the spell is wasted.e. exhaustion or fatigue. Structures. This spell has no effect on animated plant creatures of any sort. Spells to avoid the effect. disease. The affected creatures move and act twice as quickly as normal. Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size. target creatures may save vs. though this change has no effect on the magical properties of any such equipment. The ability score penalties are removed 24 hours after the subject resumes obeying the geas. but only if the creatures or characters affected actively attempt to do so. and creatures within the area are not hidden or changed in appearance. equipment. The affected terrain looks. Haste* Magic-User 3 Range: 30'+10'/level Duration: 1 round/level This spell accelerates the actions of 1 creature per caster level. Unfriendly animals may save vs.

Light. likewise. If used against an undead creature. the effect is that of a light with no visible source). the hail disappears. heal instead acts like harm. neither the caster nor his or her allies can see the subject. metal. Hold Portal Magic-User 1 Range: 100'+10'/level Duration: 1 round/level This spell magically holds shut a door. although a source of light can become so (thus. Ice Storm Magic-User 4 Range: 300'+30'/level Duration: 1 round This spell causes great magical hailstones to pound down for 1 full round. Any creature naturally resistant to cold takes half damage (or one-quarter damage if it makes its save). but if the spell recipient attacks. A –20% penalty applies to each Listen roll made within the ice storm’s effect.SPELLS Generally. too. The swarms are stationary after being summoned. or stone. and breathe normally. Spells will reduce damage by half. Invisibility Magic-User 2 Range: touch Duration: special The creature or object touched becomes invisible. both heal and harm only affect living creatures. Causing harm indirectly is not an attack. This spell will render any living (not undead) human. Spells will negate the effect. except that this spell confers invisibility upon all creatures within 10 feet of the recipient. or at a group. The spell ends if the subject attacks any creature or casts any spell. The spell lasts at most 24 hours. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. harm affects undead like heal. See Insect Swarm in the Monsters section for the effects of a swarm. Magic-User 3 Range: 180' Duration: 2d8 turns This spell summons one swarm of locusts per three caster levels. Spells. A winged creature which is paralyzed cannot flap its wings and falls (if in flight at the time). Creatures larger than ogres will not be affected by this spell. The center of the effect is mobile with the recipient. The ice storm fills a vertical volume of 40'. but cannot take any actions. except that it affects any living creature that fails its save vs. the swarms must fill one contiguous area). items picked up disappear if tucked into the clothing or pouches worn by the creature. A paralyzed swimmer can’t swim and may drown. to a maximum of six swarms at 18 th level. that vanishes. The caster may summon the locust swarms so that they share the area of other creatures. and certain other conditions can render the recipient detectable (such as stepping in a puddle). A successful save vs. The spell may be cast at a single person. leaving no aftereffects (other than the damage dealt). the invisibility ends for all affected 24 . Constructs such as golems are unaffected by either spell. If the spell is cast on someone else. including speech. Those affected by this spell can see each other and themselves as if unaffected by the spell. window. Invisibility 10' Radius Magic-User 3 Range: touch Duration: 1 turn/level This spell functions like invisibility. never becomes invisible. If the recipient is a creature carrying gear. Targets of the spell are aware. A knock spell or a successful dispel magic spell can negate a hold portal spell. The magic affects the portal just as if it were securely closed and normally locked. Of course. unless they can normally see invisible things or employ magic to do so. Items dropped or put down by an invisible creature become visible. gate. Actions (other than spellcasting) directed at unattended objects do not break the spell. demi-human or humanoid creature paralyzed. a successful save vs. Hold Person Cleric 2. including Darkvision. dealing 5d6 points of damage to every creature in a 20' radius around the target spot. or shutter of wood. BASIC FANTASY RPG Insect Plague Cleric 5 Range: 300'+30'/level Duration: 1 round/level Hold Monster Magic-User 5 Range: 180' Duration: 2d8 turns This spell functions like hold person. however. At the end of the duration. The swarms must be summoned so that each one is adjacent to at least one other swarm (that is. Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. in which case 1d4 of the creatures in the group may be affected. the subject is not magically silenced. who makes his or her save at -2. and all land movement within its area is at half speed. vanishing from sight. so creatures higher than that distance above the target spot are unaffected. Each swarm attacks any creatures occupying its area.

by concentration. This darkness blocks out Darkvision and negates mundane light sources. so that. another creature. the door does not relock itself or become stuck again on its own. but it can be cast on a movable object. If the damage caused to an interposing barrier shatters or breaks through it. or the task is fulfilled. The caster can mentally direct the recipient to move up or down as much as 20 feet each round. or chains (provided they serve to hold shut something which can be opened). and an object must be unattended or possessed by a willing creature. below. SPELLS Light* Cleric 1. The spell persists until dispel evil is cast on the creature. The lightning bolt sets fire to combustibles and damages objects in its path. Magic-User 1 Range: 120' Duration: 6 + level turns Invisible Stalker Magic-User 6 Range: 0 Duration: special This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The lightning bolt passes through an area 5' wide. The caster cannot move the recipient horizontally. it may reflect from the barrier back toward the caster. A creature must be willing to be levitated. 25 . otherwise. shackles. restoring the existing ambient light level. Spells for half damage is allowed. or wizard locked doors. It opens secret doors. Any affected creature moving out of the area becomes visible. for example. vines. and so on. The caster summons an invisible stalker to do his or her bidding (see the Monsters section. the second –2. or an object up and down as desired. or in a random direction at the GM's option. and the like. to a maximum penalty of –5. such as lead. Death Ray to avoid the effect.BASIC FANTASY RPG creatures. for game purposes treat it as if it is so. Each spell can undo a single means of preventing access. while it is not actually 5' wide. no light or darkness is shed around the victim). and if the save is made. gold. The GM is advised to review the monster entry for the invisible stalker when this spell is used. In all other cases. It can melt metals with a low melting point. but the recipient could clamber along the face of a cliff. It also loosens welds. Knock Magic-User 2 Range: 30' Duration: special The knock spell opens stuck. for details). held. A light or darkness spell cast to blind does not have the given area of effect (that is. The caster may choose to limit the range of the spell. the spell does not take effect at all. or push against a ceiling to move laterally (generally at half its normal land speed). This spell releases a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level to each creature within its area. Either version of this spell may be used to blind an opponent by means of casting it on the target's ocular organs. but the minimum range is 60 feet. A save vs. creating an area of darkness just as described above. or bronze. The effect is immobile if cast into an area. arcing and jumping. Creatures already affected by the lightning bolt do not take additional damage if struck by the reflection of the same bolt. it is slain. Light taken into an area of magical darkness does not function. as they may not always be reliable servants. A full round spent stabilizing allows the creature to begin again at –1. barred. the spell does not remove the wizard lock but simply suspends its functioning for one turn. The target is allowed a saving throw vs. nor will it affect ropes. Reversed. copper. the bolt may continue beyond the barrier if the spell’s range permits. Knock will not raise a portcullis or operate any other similar mechanism. the first attack has a –1 attack penalty. A levitating creature that attacks with a weapon finds itself increasingly unstable. Lightning Bolt Magic-User 3 Range: 50'+10'/level Duration: instantaneous Levitate Magic-User 2 Range: touch Duration: 1 turn/level Levitate allows the caster to move himself or herself. A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster (and vice versa). but creatures moving into the area after the spell is cast do not become invisible (including any previously affected creatures who have become visible as described above). silver. as well as locked or trick-opening boxes or chests. The bolt begins at the caster's fingertips and extends to the range given. locked. Doing so causes both spells to instantly cease. If used to open a wizard locked door. light becomes darkness.

the spell creates a whirlpool that sweeps ships and similar craft downward. Possession of a creature by means of this spell is blocked by protection from evil or a similar ward. To cast the spell. that body does truly die. The water is lowered within a more or less square-shaped depression whose sides are up to 10 feet long per caster level. with success negating the effect. Constitution. and the caster's spirit is stranded in the host body. Lower Water Magic-User 6 Range: 360' Duration: 1 turn/level This spell causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The caster may then attempt to take control of a nearby living creature within spell range. If the host's spirit is in the magic jar. and the host’s life force is imprisoned in the magic jar. which must be at least partially visible to the caster. leaving the body lifeless. Note here that the spell has not ended. which departs as noted. In either case. the host's spirit returns to its body. When the caster transfers his or her soul upon casting. In extremely large and deep bodies of water. in which case the nearest one of its kind is located if more than one is within range. this spell acts as a slow spell (the reverse of haste). Spells to resist. If the caster's spirit is driven from the host body by dispel evil : If the magic jar is in range of the host body. Otherwise. an additional missile is fired – two at 4 th level. dead. The caster does not have access to any extraordinary or supernatural abilities of the body. saving throws. The body retains its Strength. Inanimate objects are not damaged by the spell. hit points. his or her life force occupies the host body. If the magic jar is not in range of the host body. If the caster's spirit is in the magic jar. Dispel evil can still be used to drive the caster's spirit from the body. the caster's body is. Specific parts of a creature can’t be singled out. Magic Jar Magic-User 5 Range: 60' Duration: special By casting magic jar. In any case where the spell ends with the caster's body unoccupied by a spirit. three at 7th. the host's spirit departs. The spell has no effect on other creatures. level.SPELLS BASIC FANTASY RPG Range: 360' Duration: 1 round/level force in the magic jar. The missile strikes unerringly. If the caster is successful. the caster places his or her soul in a gem or large crystal within spell range (known as the magic jar). forcing its soul into the magic jar. The caster will not be able to possess the same host again for the remaining duration of the spell. the caster's spirit returns to the jar. The caster may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. the caster's spirit departs (the caster dies). Creatures cannot be found by this spell. attack bonus. Failure to take over the host leaves the caster's life Magic Missile Magic-User 1 Range: 100'+10'/level Duration: instantaneous This spell causes a missile of magical energy to dart forth from the caster's fingertip and strike its target. and the jar is broken (whether by dispel magic or physical damage): If the jar is in range of the caster's body. The spell is blocked by even a thin sheet of lead or gold. He or she can search for general items. Magic-User 2 This spell allows the caster to sense the direction of a well-known or clearly visualized object. and the host's body dies. the caster's spirit departs. The caster cannot specify a unique item unless he or she has observed that particular item firsthand (not through divination). and the host's spirit returns to its body. and the spell ends. such as a deep ocean. The spell ends when the caster's soul returns to his or her own body. Spells is allowed. Dexterity. a save vs. but does not undergo decay as a normal dead body would. and the maximum of five missiles at 13 th level or 26 . For every three caster levels beyond 1 st. the caster's spirit departs. The caster keeps his or her Intelligence. leaving the receptacle empty. The subject is allowed a save vs. and the jar is broken: If the jar is in range of the host's body. Charisma. the magic jar must be within spell range and the caster must know where it is. ending the spell. and mental abilities (including spellcasting ability). A body with extra limbs does not allow the caster to make more attacks than normal. as near as anyone can tell. though he or she does not need to be able to see it. putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. and natural abilities. dealing 1d6+1 points of damage. Wisdom. the spell ends. When cast on water elementals and other water-based creatures. class. the host's spirit is freed from the jar (and departs). Otherwise. Locate Object Cleric 3. four at 10th. and that target creature is immune to further attempts for the duration of the spell. the caster's spirit returns to its body.

). this spell becomes poison. boulders in a cavern. Normal darkness does not defeat a visual trigger. although only visual and audible triggers can be used. Disguises and illusions can fool them. magic mouth can be placed upon a tree. only one creature can be affected by the reversed spell). Mirror Image Magic-User 2 Range: self Duration: 1 turn/level This spell creates several illusory duplicates of the caster. the creature is revived with 1 hit point. and This spell detoxifies any sort of venom in the creature or object touched. whether the attack roll is successful or not. Magic Mouth Magic-User 1 Range: 30' Duration: special This spell imbues the chosen non-living object with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. 27 .) the poison is rendered permanently ineffective. If the caster fires multiple missiles.e. if the attack is a success. If an affected creature chooses to move or attack. pretending to cast spells.BASIC FANTASY RPG higher. rock. A poisoned creature suffers no additional effects from the poison. Regardless of range. Only those creatures the caster wishes to hide are affected. stalagmites in a cave. The caster may end the spell early if he or she wishes by speaking a single word. levitate. The range limit of a trigger is 10 feet per caster level. the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. likewise. If cast upon a poisonous object (weapon. Any attack against an image destroys it. or until discharged (i. Commands can be as general or as detailed as desired. move according to the words articulated. however. for instance. with no saving throw allowed. the mouth of the statue would move and appear to speak. or any other object. The voice will resemble the caster's. making it impossible for most creatures to determine which is real. the target must save vs. but those who remain still continue to be hidden. The mouth cannot use command words or activate magical effects. It does. Area-effect spells are not cast directly on the caster. Silent movement or magical silence defeats audible triggers. A magic mouth cannot distinguish level. if the caster is subjected to a fireball. The figments mimic the caster's actions. The images move through each other as well as the real caster more or less constantly. which may be up to three words per caster level long. A total of 1d4 images plus one image per three caster levels (maximum eight images total) are created. SPELLS then only if they are willing to be concealed. A single missile can strike only one creature. attack spells cast directly upon a figment will destroy it. but magical darkness or invisibility does. he or she can target a single creature or several creatures. and thus appear to affect all figments exactly as they affect the caster. all figments will appear to be injured just as the caster was. coral underwater. The caster must make a successful attack roll. The illusion can also be ended by dispel magic. The spell functions when specific conditions are fulfilled according to the caster's command as set in the spell. and so on. The caster may include himself or herself among the affected creatures. trap. Targets must be designated before damage is rolled. so a 6th-level caster can command a magic mouth to respond to triggers as far as 60 feet away. etc. Figments always look exactly like the caster. etc. The caster's touch remains poisonous for 1 round per level of ability. but will not be identical. Poison or die. if cast upon a creature slain by poison in the last 10 rounds. Enemies attempting to attack or cast spells upon the caster will always hit a figment instead. The message. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. trees in a forest. if it were placed upon a statue. hit dice. Reversed. or class except by external garb. can be in any language known by the caster and can be delivered over a period of 10 minutes. Actions can serve as triggers if they are visible or audible. at any volume from a whisper to a yell. drink potions. Those affected are thus concealed from other creatures passing through the area for so long as they remain still. All creatures to be affected must be within a 120' radius of the caster at the time the spell is cast. Triggers react to what appears to be the case. Neutralize Poison* Range: Cleric 4 touch Duration: instantaneous Massmorph Magic-User 4 Range: 100'+10'/level Duration: 1 hour/level With this spell the caster causes 1d4+1 man-sized (or smaller) creatures per four caster levels to appear as if they are natural effects of the terrain (for example. Of course. just as the caster does. These figments separate from the caster and remain in a cluster around him or her. the illusion is dispelled for that creature.

If slain. The caster can’t assume an incorporeal or gaseous form. If the wall’s thickness is more than the depth of the passage created. dispel magic. special. Also. at which time the target reverts to his or her original form. spells. the target may not remember its former life. plaster. The caster gains the physical capabilities and statistics of the new form but retains his or her own mental abilities. When passwall ends (due to duration. The spell is permanent until dispelled or the creature is slain. The target creature will have the same number of hit points it previously had. 28 . or stone walls. simulated by this spell is not real. Dragon breath is a special ability. if the illusory self is positioned so as to be able to see something the caster can't directly see. illusory version of the caster. 30 feet deep at 15 th. The assumed form can’t have more hit dice than the caster's level. or temperature. etc. The illusory damage done will be equivalent to the normal damage for any attack form simulated. any physical attacks. sounds. Polymorph Self Magic-User 4 Range: self Duration: 1 hour/level Phantasmal Force Range: Magic-User 2 180' Duration: concentration This spell allows the caster to change into another form of living creature. A line of sight between the caster and his or her illusory self must be maintained or the spell ends. Damage done by monsters. the caster reverts to his or her original form. all spell ranges are still figured from the caster's actual position. smell. as visualized by the caster. as noted above. The intangible projected image looks. teleport. creatures within the passage are ejected out the nearest exit. and smells like the caster. for instance. creature. The image persists so long as the caster concentrates upon it. those “killed” or otherwise apparently disabled will wake up uninjured (at least from this spell) after 2d8 rounds. of course). Any further spells cast seem to originate from the illusion. If used to simulate an attack spell. a successful save vs. or may choose to end the spell whenever he or she desires (up to one hour per level. The caster can remain transformed up to one hour per level of ability. Incorporeal or gaseous creatures This spell creates a quasi-real. or force. This spell creates the visual illusion of an object. Unwilling targets that successfully save against Polymorph are not affected. for example. Note that this spell grants no special sensory powers to the caster. not the illusory self's position. supernatural or spell-like abilities. the caster does not see it. The illusion does not create sound. If the new form is substantially less intelligent. Spells will allow victims to avoid all damage. If used to create the illusion of one or more creatures. the transformed target also gains the behavioral and mental traits. up to a maximum size of 20'x20'x20'. Dimension door. He or she also gains all physical attacks possessed by the form but does not gain any special. in addition to the physical capabilities and statistics of such. or any similar spell that breaks the line of sight dispels the image. Projected Image Magic-User 6 Range: 240' Duration: 6 turns Polymorph Other Magic-User 4 Range: 30' Duration: permanent This spell allows the caster to change one target into another form of living creature. Unlike polymorph self.SPELLS BASIC FANTASY RPG Range: 30' Duration: 3 turns are immune to this spell. in addition to mimicking gestures and actions (including speech). texture. A creature with shape changing abilities such as a doppleganger can revert to its natural form in one round. or caster's choice). then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. The passage is up to 10 feet deep plus an additional 10 feet deep per three caster levels above 9 th (20 feet at 12th. bite. The caster can move the image within the limits of the size of the effect. not the actual caster. supernatural or spell-like abilities of the new form. 40 feet deep at 18th). but not the dragon's breath. so were the caster to assume the form of a dragon he or she could use the dragon's normal claw. regardless of the hit dice of the form assumed. Passwall Magic-User 5 Passwall creates a passage through wooden. they will have an Armor Class of 11 and will disappear if hit in combat. as does the illusionary caster being struck in combat. or be incorporeal or gaseous. The assumed form can’t have more hit dice than caster’s level. but not through metal or other harder materials. and tail swipe attacks.

but the spell has no effect on creatures of any type nor upon magic potions. this spell becomes protection from good 10' radius. as desired by the caster. from mental control. rotten. Both these bonuses apply against attacks made or effects created by evil creatures. it can cause almost any other course of activity. the would-be controller would then be able to command the controlled creature. crossbow bolts. hurled boulders. If the subject is prevented from obeying the quest for 24 hours. The affected creature must follow the given instructions until the quest is completed. Therefore. Second. Magic-User 1 Range: touch Duration: 1 turn/level This spell wards a creature from attacks by evil creatures. but with a 10' radius rather than a 1' radius. or otherwise contaminated food and water pure and suitable for eating and drinking. thrown daggers. The barrier moves with the subject and has three major effects. etc.BASIC FANTASY RPG SPELLS radius around the target rather than the normal 1' radius. those who leave and then re-enter. except that it covers a 10' 29 . Reversed. non-magical missile attacks. no matter how long it takes. Note that the definition of “evil” is left to the individual GM to decide. However. the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Quest* Cleric 5 Range: 5'/level Duration: special Quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity. A saving throw vs. It creates a magical barrier around the subject at a distance of 1 foot. the barrier blocks any attempt to possess the warded creature (by a magic jar attack. the target may choose to accept the quest. but any number of normal arrows. First. this spell becomes protection from good . the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). it takes 3d6 points of damage each day. The target creature must be able to understand the caster for this spell to take effect. Unholy water and similar food and drink of significance is spoiled by purify food and drink. Note that normal missiles projected by magic bows count as magical missiles for the purposes of this spell. sling bullets. All within the radius receive the protection. A clever recipient can subvert some instructions. Protection from Evil 10' Radius* Cleric 4. rather than “evil” creatures. but it suppresses the effect for the duration of the protection from evil effect. magic arrows. and functions exactly as the reversed form of protection from evil . or other such are not blocked. If the protection from evil effect ends before the effect granting control does. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. This spell does not prevent subsequent natural decay or spoilage. While a quest cannot compel a creature to kill itself or perform acts that would result in certain death. Magic-User 3 Range: touch Duration: 1 turn/level This spell functions exactly as protection from evil . and from summoned creatures. for example) or to exercise mental control over the creature (including charm spells or effects). the subject gains a +2 bonus to AC and a +2 bonus on saves. Reversed. It functions in all ways as described above. Protection from Normal Missiles Magic-User 3 Range: self Duration: 1 turn/level The caster is completely protected from small sized. save that “good” creatures are kept away. or who enter after the spell is cast. Likewise. poisonous. Spells will allow an unwilling target to resist a quest when it is first cast. typically as part of a bargain with the caster to perform some service. Purify Food and Water Cleric 1 Range: 10' Duration: instantaneous This spell makes spoiled. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. will be fended off. Protection from Evil* Cleric 1. receive the protection as well. The protection does not prevent such effects from targeting the protected creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Third.

Normal poison and normal disease are cured in the process of raising the subject. If the saving throw is successful. but magical diseases and curses are not undone. it is the existence of the knowledge that enables the spell to function. below. for this spell to function.e. but does not in any way hasten the reading nor grant understanding of concepts the caster doesn't otherwise have the ability to understand. Dispel magic does not affect a quest spell. Otherwise. The knowledge is not copied from that creature's mind. such as a spellbook or magic-user spell scroll. there must be at least one living creature that can read the given language somewhere on the same plane. or Constitution loss cannot be repaired by any means. this mode is permanent. toes. Read Magic Magic-User 1 Range: 0 Duration: permanent When cast upon any magical text. the spell allows the caster to read any number of written works in a variety of languages. demihuman or humanoid. A creature which has become undead can’t be raised by this spell. This spell also heals 3d8 points of damage. not just a human. see Read Magic. tails. the subject’s soul must be free and willing to return. the spell allows the caster to read any one scroll (other than a spell scroll. An attack roll is required to apply this spell in combat. will kill instantly the creature touched (which may be of any sort. and ruined organs to grow back. Also note. demi-human or humanoid) unless a save vs. The reverse of this spell. though of course the character may gain levels and hit dice in the normal fashion. the spell does not work. or by a wish. arms. In addition. None of the dead creature’s equipment or possessions are affected in any way by this spell. or even heads of multiheaded creatures). the spell allows the caster to read any one book or tome. broken bones. If the subject is 1st level. If the subject’s soul is not willing to return. The subject of the spell loses one level (or 1 hit die) when it is raised. the physical regeneration is complete in 1 round if the severed members are present and touching the creature. such as scrolls or spellbooks. Coming back from the dead is an ordeal. In the third mode. Regenerate has no effect on nonliving creatures or constructs (including undead). It may be cast in one of three modes: In the first mode. it loses 1 point of Constitution instead (if this would reduce its Constitution to 0 or less. After the spell is cast. slay living . While the spell closes mortal wounds and repairs lethal damage of most kinds. Spells is made. In the second mode. rather. 2d6 damage is dealt to the victim instead. this mode lasts 3 hours per caster level. Otherwise. 30 . for instance. Constructs and elementals cannot be raised. The spell grants the ability to read the texts. This mode lasts for 1 turn per caster level. it can’t be raised). legs. BASIC FANTASY RPG Read Languages Magic-User 1 Range: 0 Duration: special This spell grants the caster the ability to read almost any written language. it does not accrue a negative level. The caster can raise a creature that has been dead for no longer than one day per caster level. A raised creature has a number of hit points equal to its current hit dice. Casting this spell on a cursed text will generally trigger the curse.SPELLS A quest (and all effects thereof) can be ended by a remove curse spell from a caster two or more levels higher than the caster of the quest. missing parts are still missing when the creature is brought back to life. being reduced to the minimum number of experience points required for the previous level). a character who died with spells prepared has none prepared upon being raised. Also. but rather loses an actual level. permanently (i. hit dice. This level. feet. Read Magic enables the caster to read that text. for the correct spell to use in such cases. hands. a protection scroll or a treasure map). Regenerate Cleric 6 Range: touch Duration: permanent This spell causes the subject’s severed body members (fingers. Raise Dead* Cleric 5 Range: touch Duration: instantaneous This spell restores life to a deceased human. the body of the creature to be raised must be whole. a full turn is required for the regeneration to complete. The spell cannot bring back a creature that has died of old age. or by the reverse of this spell. This spell does not work on magical texts.

elementals. and the like. Constructs. Remove curse does not remove the curse from a cursed shield. –4 penalty on attack rolls and saves. all physical ills and afflictions are repaired. at a bonus of +1 per level of the caster. If the subject’s soul is not willing to return.) The subject’s level (or Hit Dice) is reduced by 1. this is a real reduction. (If the character's ability scores are outside the allowable range for the new form. the caster brings back a dead character (or humanoid creature) in another body. it can be reincarnated. bestow curse. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. allows the caster to place a curse on the subject. 31 . it takes no action. Since the dead character is returning in a new body. A save vs. although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Spells is allowed to resist. its new Constitution score is reduced by 2. The reverse of this spell. Creatures with 6 or more hit dice are immune to this effect. Its class is unchanged. they should be adjusted up or down by the GM as needed. Reincarnate Magic-User 6 Range: touch Duration: instantaneous With this spell. and Constitution scores should be rerolled. The caster may also invent his or her own curse. Roll one hit die and subtract the total from the character's original hit point total. If the target creature is currently subject to any sort of magical fear. Wisdom. the subject is reincarnated. extraordinary abilities. but it can be removed with a remove curse spell. otherwise. Each round of combat. The spell cannot bring back a creature who has died of old age. as are the character's Intelligence. Magic-User 4 Range: 30' Duration: instantaneous Remove curse instantaneously removes all curses on an object or a creature. this is the new form's hit points. but it should be no more powerful than those described above. natural attacks. Strength. the target has a 50% chance to act normally. if the target fails to save vs. Dexterity. and Charisma. it flees for 2 turns. Spells. natural armor. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. cause fear . A reincarnated character recalls the majority of its former life and form. Remove Fear* Cleric 1 Range: touch (120') Duration: instantaneous (2 turns) This spell will calm the creature touched. but it doesn’t automatically speak the language of the new form. provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. and is not subject to magical restoration. instead of a hit point reduction. Roll on the following table to determine what sort of creature the character becomes: d% 01–02 03–17 18–28 29 30–39 40–44 45–63 64–88 89–92 93 94–98 99 100 Incarnation Bugbear Dwarf Elf Gnoll Gnome Goblin Halfling Human Kobold Lizard Man Orc Troglodyte Other (GM's choice) Remove Curse* Cleric 3. The reverse of this spell. The curse thus bestowed cannot be dispelled. the spell does not work. including forms of movement and speeds. it is allowed a new save vs. but the portion receiving the spell must have been part of the character’s body at the time of death. weapon. The reincarnated creature gains all abilities associated with its new form. This process takes one hour to complete. The condition of the remains is not a factor. If the subject was 1 st level. The caster must choose one of the following three effects: –4 decrease to an ability score (minimum 1). or suit of armor. not a negative level. Spells to resist that fear. So long as some small portion of the character’s body still exists.BASIC FANTASY RPG SPELLS A character that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. When the body is ready. causes one target creature within 120' to become frightened. and undead creatures can’t be reincarnated.

Sleep Magic-User 1 Range: 90' Duration: 5 rounds/level Restoration Cleric 6 Range: touch Duration: permanent Each casting of the spell removes a single negative level from a creature who has suffered energy drain. Each creature in the area of effect is allowed a save vs. If an item in another creature’s possession is targeted. Slapping or wounding awakens an affected creature. the affected creatures may continue sleeping normally. It negates magic missile attacks directed at the caster. Shield Magic-User 1 Range: self Duration: 5 rounds+1/level Speak with Animals Cleric 2 Shield creates an invisible. and those creatures within 30' of the chosen point may be affected. The spell can be cast on a point in space. The caster chooses a point of origin for the spell (within the given range. All sound is stopped: Conversation is impossible. and the effect then radiates from the creature and moves as it moves. Creatures of 4 or more hit dice are not affected. or passes through the area. the sleeping creatures normally wake up immediately. at the GM's option. Spells to negate the spell. that creature also receives a save vs. Sleep does not affect unconscious creatures. Furthermore. Upon the casting of this spell. The Armor Class benefits do not apply to attacks originating from behind the caster. shield-like mobile disk of force that hovers in front of the caster. 32 . Against more significant heat or fire (such as a fireball). however. Alternately. spells cannot be cast. two negative levels may be removed. This spell provides a defense against sonic or language-based attacks or spells. missile weapons. once per round. if they are made very comfortable and the surroundings are quiet. but magic missiles are warded off from all directions. this spell can be used to restore drained ability score points. The spell doesn’t alter the animal’s reaction or attitude towards the caster. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the affected creature. more intelligent animals are likely to be terse and evasive. or it may be cast on a mobile object. If applied to a character who has suffered temporary loss of ability points. and all damage from such attacks is reduced by half (round up).SPELLS BASIC FANTASY RPG Range: touch Duration: 1 round/level Resist Cold Cleric 1 Silence 15' Radius Cleric 2 This abjuration grants a creature temporary immunity to cold. If applied to a character who has suffered permanent loss of ability points. and all damage from such attacks is reduced by half (round up). of course). When the duration elapses. making the effect stationary. a standard reaction roll should be made to determine this. Minor heat or fire (such as exposure to normal flames) is ignored by the affected creature. At 16th level. and such creatures in the area of effect are ignored. Range: 360' Duration: 2 rounds/level Resist Fire Cleric 2 Range: touch Duration: 1 round/level This abjuration grants a creature temporary immunity to fire and heat. 1 point can be restored. Spells to negate. complete silence prevails within a 15' radius around the target. The caster may change which animal he or she is speaking with at will. This spell puts several creatures of 3 or fewer hit dice into a magical slumber. enters. Sleeping creatures are helpless. or undead creatures. the affected creature gains a bonus of +3 on saving throws. Against more significant cold (such as the breath of a White Dragon). and improves the caster's Armor Class by +3 vs. constructs. Restoration does not restore levels lost due to death (as described for the spell raise dead). See the rules for Energy Drain (in the Encounter section) for more details. but not magical or monstrous) that is in sight of the caster and able to hear him or her. An unwilling creature receives a save vs. it will restore up to 1d4 lost points to any one drained ability immediately. Spells to resist the effect. the affected creature gains a bonus of +3 on saving throws. The spell can be centered on a creature. but normal noise does not. melee attacks and +6 vs. Range: special Duration: 1 turn/4 levels The caster can comprehend and communicate with any one animal (normal or giant sized. and no noise whatsoever issues from.

however. as they have nothing else of importance to do. cannot learn new information. while less intelligent ones make inane comments. Furthermore. This spell causes a warhammer made of pure force to spring into existence. A normal plant’s sense of its surroundings is limited. so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The partially animated body retains the imprint of the soul that once inhabited it. and thus can inflict damage upon creatures that are only hit by magic weapons.) The snakes follow the commands of the caster. (See the Monsters section for details on types of snakes. the hammer disappears. The corpse. The hammer cannot be attacked or harmed by physical attacks. It instead draws on the imprinted knowledge “stored” in the corpse. This spell transforms normal wooden sticks into 1d4 hit dice worth of normal (not giant) snakes per every four caster levels. dispelled. attacking any foe chosen by the Cleric within range once per round. +1 point per three caster levels (maximum of +5). Striking Cleric 3 Range: touch Duration: 1 round/level This spell bestows upon one weapon the ability to deal 1d6 points of additional damage. If a monster is friendly toward the caster. Mindless monsters. but dispel magic . A damaged corpse may be able to give partial answers or partially correct answers. striking as a magical weapon. The caster may ask one question per two caster levels. disintegrate. The caster can cast this spell on a corpse that has been deceased for any amount of time. Answers are often brief. more intelligent monsters are likely to be terse and evasive. This extra damage is applied on each successful attack for the duration of the spell. but the body must be mostly intact to be able to respond. the new spell fails. allowing it to answer several questions that the caster puts to it. If the hammer goes beyond the spell range. SPELLS If the corpse has been subject to speak with dead within the past week. Spiritual Hammer Range: Cleric 2 30' Duration: 1 round/level Speak with Plants Range: Cleric 4 20' Duration: 1 turn The caster can comprehend and communicate with both normal plants and plant creatures. It deals 1d6 hit points of damage per strike. Normal plants are usually not animate.BASIC FANTASY RPG while less intelligent ones make inane comments. It provides no attack bonus. The caster may change which monster he or she is speaking with at will. Indeed. This spell does not affect a corpse that has been turned into an undead creature. if an animal is friendly toward the caster. it may decide to do some favor or service for him or her. Unasked questions are wasted if the duration expires. the Cleric loses sight of it. If a plant creature is friendly toward the caster. behaving in much the same fashion as any other monster. The spell doesn’t alter the monster’s reaction or attitude towards the caster. It uses the caster’s normal attack bonus. This spell does not let the caster actually speak to the person (whose soul has departed). Others able to understand the language spoken by the target monster (if any) will be able to understand the caster. and thus it can speak with all the knowledge that the creature had while alive. or the caster ceases to direct it. Speak with Monsters Cleric 6 Range: special Duration: 1 turn/5 levels The caster can comprehend and communicate with any one monster that is in sight of the caster and able to hear him or her. including the languages it spoke (if any). the snakes return to their original stick form. Intelligent plant creatures are more likely to be terse and evasive. or a rod of cancellation will dispel it. However. it may decide to do some favor or service for him or her. but it must at least have a mouth in order to speak at all. The corpse’s knowledge is limited to what the creature knew during life. Magical “sticks” such as enchanted staves cannot be affected. or the spell expires. once per round. normal plants will generally communicate freely with the caster. The spell doesn’t alter the plant’s reaction or attitude towards the caster. it can’t even remember being questioned. When slain. however. or repetitive. it may be willing to grant some favor or service. cryptic. and thus cannot generally perform “services” other than to answer questions. but if cast on a 33 . plant creatures and undead are unaffected by this spell. Sticks to Snakes Cleric 4 Range: 120' Duration: 6 turns Speak with Dead Cleric 3 Range: 10' Duration: 3 rounds/level This spell grants the semblance of life and intellect to a corpse.

roll d% and consult the table below. either because it can currently be seen. sees the exact locations of displaced creatures or objects. Teleport Magic-User 5 Range: self Duration: instantaneous This spell instantly transports the caster to a designated destination. so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance. “False destination” is a place that does not truly exist or if the caster is teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar. To see how well the teleportation works. If concentration is lost (whether intentional or not). The subject sees through normal and magical darkness. The direction off target is determined randomly. Areas of strong magical energy may make teleportation more hazardous or even impossible. however. 34 . the spell allows monsters only hit by magical weapons to be affected. not to exceed 300 pounds plus 100 pounds per level above 10th. In order to use this power. If no such area exists within the spell’s range. “Viewed once” is a place that the caster has seen once. the characters take more damage and must reroll. Spells to resist the spell. Familiarity Very familiar Studied carefully Seen casually Viewed once False destination On Target 01–97 01–94 01–88 01–76 — Off Similar Target Area Mishap 98–99 100 — 95–97 98–99 100 89–94 95–98 99–100 77–88 89–96 97–100 — 81–92 93–100 True Seeing Cleric 5 Range: touch Duration: 1 round/level This spell confers on the target the ability to see all things as they actually are. however. a creature’s save vs. use 1d20+80. The caster can bring along objects or creatures. sees invisible creatures or objects normally.” Each takes 1d10 points of damage. It in no way confers X-ray vision or its equivalent. Distance off target is 1d10x1d10% of the distance that was to be traveled. and the caster may need to make an attack roll to make contact with such a creature. but the subject of the effect is allowed a new saving throw. sees through normal or magical disguises. sees through illusions. A creature can negate the effect on itself or an object it holds or has on its body with a successful save vs. then reroll on the chart to see where they wind up. the caster must maintain concentration. does not penetrate solid objects. Off Target: The caster appears safely a random distance away from the destination in a random direction. The range of true seeing conferred is 120 feet. the power may be used again on the next round. Death Ray. the more likely it is that the teleportation will work. An object weighing no more than 50 pounds per caster level can be moved up to 20 feet per round. the spell effects cannot be further enhanced with known magic. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another. It does not negate concealment. changed. On Target: The caster appears exactly where desired. Similar Area: The caster winds up in an area that’s visually or thematically similar to the target area. Interplanar travel is not possible. roll 1d20+80. Unwilling creatures are allowed a saving throw vs. The clearer the mental image. which may be as distant as 100 miles per caster level. Telekinesis Magic-User 5 Range: self Duration: 3 turns This spell permits the caster to move objects or creatures by concentration alone. moving no more than normal movement (no running). only the 1d6 points of magical damage applies to such a monster.SPELLS normal weapon. “Seen casually” is a place that the caster has seen more than once but with which he or she is not very familiar. or transmuted things. notices secret doors. Likewise. or other means (such as scrying) have been used to study the place for at least one hour. with at least one of those creatures in contact with the caster). Refer to the following information for definitions of the terms on the table. the caster has been there often. This means that the caster appears in the closest similar place within range. “Studied carefully” is a place the caster knows well. For these rerolls. Spells prevents items in its possession from being teleported. When rolling on this row. In addition. making no attacks and casting no spells. Mishap: The caster and anyone else teleporting with the caster have gotten “scrambled. and sees the true form of polymorphed. the spell simply fails instead. BASIC FANTASY RPG Familiarity: “Very familiar” is a place where the caster has been very often and feels at home. possibly using magic. Each time “Mishap” comes up. The caster must have some clear idea of the location and layout of the destination. including that caused by fog and the like. True seeing.

The caster can double the wall’s area by halving its thickness. it must merge with and be solidly supported by existing stone. Like any other stone wall. this wall is subject to rust. Wall of Fire Cleric 5. at his or her option. for example. The wall cannot crush larger creatures. 1' thick. For this use. so that it can be tipped over to fall on and crush creatures beneath it.) Creatures with room to flee the falling wall may do so by making successful saves vs. but difficult. with success indicating that damage is rolled as if the creature is within 10' of the wall. or a ring with a radius up to 5' per caster level. if the span is more than 20 feet. Wall of Stone Magic-User 5 Range: 15' per level Duration: permanent This spell creates a wall of rock that merges into adjoining rock surfaces. The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall created need not be vertical. per caster level. Any creature of Ogre-size or smaller that fails the save takes 10d6 points of damage. (If the optional Ability Roll rule is being used. The wall is composed of up to one 10'x10' square section. and so forth by similarly reducing the area. The wall deals this damage when it appears and on the caster's turn each round to all creatures in the area. though the edges can be shaped to fit the available space. a save vs. for example. The caster can create the wall vertically resting on a flat surface but not attached to the surface. a Strength roll at -3 is sufficient to topple the wall. dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those beyond 10 feet but within 20 feet. or as a ramp. and other natural phenomena. The wall is either a sheet of flame up to 20' in length per caster level. reducing the spell’s area by half. Creatures can push the wall in one direction rather than letting it fall randomly. The caster may choose to maintain the spell indefinitely (within reasonable limits of endurance) by concentration. The wall must always be a flat plane. The wall may Water Breathing Magic-User 3 Range: touch Duration: 2 hours/level The affected creatures can breathe water freely. The caster can increase the thickness of the wall with a proportionate reduction in the area. doubling the thickness halved the area. The wall is composed of up to one 10'x10' square section. Spells is allowed. The caster may choose to make the wall smaller if desired. A creature with 13 Strength (or 4 or more Hit Dice) can push the wall over. It can be used to bridge a chasm. perforation. to trap mobile opponents within or under a wall of stone. from a dark alcove or statue. It is possible. One side of the wall. The wall deals double damage to undead creatures. Death Ray. Wall of Iron Magic-User 6 Range: 90' Duration: permanent This spell causes a flat. this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. The caster can create a wall of stone in almost any shape he or she desires. and it must always be conjured in contact with the ground. nor rest upon any firm foundation. selected by the caster.BASIC FANTASY RPG SPELLS not be made less than one inch thick. Divide the duration evenly among all the creatures the caster touches. The spell does not make creatures unable to breathe air. one inch thick. the wall can bond itself into any surrounding nonliving material if its area is sufficient to do so. The wall may be up to 20' tall (as desired by the caster and/or constrained by the ceiling). Creatures can avoid entrapment with successful saves vs. vertical iron wall to spring into being. Like any iron wall. In addition. however. The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall can also be crudely shaped to create crenelations. for instance. or several creatures can work together to do so. each creature takes damage as if passing through the wall. sends forth waves of heat. Ventriloquism Magic-User 1 Range: 60' Duration: 1 turn/level This spell allows the caster to cause his or her voice to sound from someplace else within range. Death Ray (with Dexterity bonus added). the wall deals 2d6 points +1 point per caster level of fire damage to any creature passing through it. The wall is 50% likely to tip in either direction if left unpushed. or may cast it with the standard duration of 1 round per level. per caster level. battlements. provided the wall is shaped so it can hold the creatures. blazing curtain of shimmering violet fire springs into existence. 35 . If the caster evokes the wall so that it appears where creatures are. Magic-User 4 Range: 180' Duration: 1 round/level (or special) An immobile. the wall must be arched and buttressed. If the caster so desires.

SPELLS

BASIC FANTASY RPG Range: 10' per level Duration: 2 turns/level

Web

Magic-User 2

Wizard Eye
Magic-User 4

Range: 240' Duration: 6 turns

Web creates a many-layered mass of strong, sticky strands, filling a volume of 8,000 cubic feet (equivalent to eight 10'x10'x10' cubes). The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears; within this limitation, the caster may choose any arrangement of webs he or she wishes, up to the limit of range and the given 8,000 cubic foot volume. The caster may choose to create a smaller volume if he or she wishes. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause the attacker to become entangled, but moving through the affected area will. Anyone in the area of effect when the spell is cast must make a save vs. Death Ray. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is reduced to one-half normal movement rate. Such entangled creatures may not cast spells or perform normal attacks; whether other actions are possible is left to the GM to decide. Once an entangled creature leaves the area of effect of the web, it will be able to act normally again. If the save fails, the creature is entangled and can’t move or perform any other physical action. Speech remains possible, however. Creatures with Strength of 13 or higher (or 4 or more hit dice) may be able to break loose, however; each round, such creatures are allowed another save vs. Death Ray with results as given above. Creatures failing the initial save and having Strength of 12 or less (or fewer than 4 hit dice) are trapped until the duration expires or the webs are otherwise removed. The strands of a web spell are flammable. Any fire can set the webs alight and burn away a 10' cube in 1 round; the fire will spread to adjacent 10' cubes each round until all the webbing is consumed (or the fire is put out by some means). All creatures within flaming webs take 2d4 points of fire damage from the flames, but if they survive they are completely free afterwards.

With this spell the caster creates an invisible magical “eye” through which he or she can see. The eye has Darkvision, but otherwise sees exactly as the caster would. It can be created in any place the caster can see, up to a range of 240' away, and thereafter can move at a rate of 40' per round as directed by the caster. The eye will not move more than 240' feet away from the caster under any circumstances. The eye cannot pass through solid objects, but as it is exactly the size of a normal human's eye, it can pass through holes as small as 1 inch in diameter. The caster must concentrate to use the eye.

Wizard Lock
Magic-User 2

Range: 20' Duration: permanent

A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his or her own wizard lock without affecting it, as can any Magic-User 3 or more levels higher than the caster of the wizard lock; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.

Word of Recall
Cleric 6

Range: self (special) Duration: instantaneous

Word of recall teleports the caster instantly back to his or her sanctuary when a single word is uttered. The caster must designate the sanctuary when he or she prepares the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. The caster can be transported any distance within a plane but cannot travel between planes. The caster can bring along objects or creatures, not to exceed 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster). An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s save vs. Spells prevents items in its possession from being teleported.

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PART 4:
Time and Scale

THE ADVENTURE

Time in the dungeon is measured in game turns, which are (approximately) 10 minutes long. When combat begins, the time scale changes to combat rounds, which are (approximately) 10 seconds long. Thus, there are 60 combat rounds per game turn. Distances in the dungeon are measured in feet. Outdoors, change all distance measurements (movement, range, etc.) to yards (so 100' becomes 100 yards) but area of effect measurements (for spells, for instance) normally remain in feet.

Dungeon Adventures
Carrying Capacity
Normal Human, Elven and Dwarvish player characters are able to carry up to 60 pounds and still be considered lightly loaded, or up to 150 pounds and be considered heavily loaded. Halflings may carry up to 50 pounds and be considered lightly loaded, or up to 100 pounds and be heavily loaded. Note that armor for Halfling characters is about one-quarter as heavy as armor for the other races. These figures are affected by Strength; each +1 of Strength bonus adds 10% to the capacity of the character, while each -1 deducts 20%. Thus, carrying capacities for normal characters are as shown below (rounded to the nearest 5 pounds for convenience):
Dwarf, Elf, Human Strength Light Heavy Load Load 3 25 60 4-5 35 90 6-8 50 120 9-12 60 150 13-15 65 165 16-17 70 180 18 80 195 Halfling Light Heavy Load Load 20 40 30 60 40 80 50 100 55 110 60 120 65 130

This may seem slow, but this rate of movement includes such things as drawing maps, watching out for traps and monsters (though they may still surprise the party), etc. In a combat situation, on the other hand, everyone is moving around swiftly, and such things as drawing maps are not important. A character's movement rate is adjusted by his or her Encumbrance (the load he or she is carrying) as follows:
Armor Type No Armor or Magic Leather Leather Armor or Magic Metal Metal Armor Lightly Loaded 40' 30' 20' Heavily Loaded 30' 20' 10'

Count the weight of armor worn when calculating encumbrance, because armor counts both for bulk and restrictiveness as well as for weight. Magic armor counts for its full weight but is not as bulky and restrictive as normal armor, thus granting an improved movement rate.

Mapping
In any dungeon expedition, making maps is important. Generally one player will do this, drawing a map on graph paper as the Game Master describes each room or corridor. Absolute accuracy is usually not possible; the main thing is to ensure that the party can find its way back out of the dungeon.

The carrying capacities of various domesticated animals are given in the Monsters section, in the entry for each type of animal.

Movement and Encumbrance
The movement rate of a character or creature is expressed as the number of feet it can move per combat round. The normal player character races can all move 40' per round. When exploring a dungeon, time is expressed in turns, as explained above; normal movement per turn is 3 times the movement rate per round.

Light
A torch or lantern will provide light covering a 30' radius; dim light will extend about 20' further. Normal torches burn for 1d4+4 turns, while a flask of oil in a lantern will burn for 18+1d6 turns. A candle will shed light over a 5' radius, with dim light extending 5' further. In general, taper candles such as are used for illumination will burn about 3 turns per inch of height.

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cases, a search for traps takes at least a turn per 10' square area. A single character may only effectively search a given area for traps once, even if the character has more than one trap-detection roll “type” allowed (such as the Dwarven Thief above). Trap detection may not be allowed if the trap is purely magical in nature; on the other hand, in such cases Magic-Users and/or Clerics may be able to detect magical traps at the given 1 in 1d6 chance, at the Game Master's option.

Darkvision
Some character races, and almost all monsters, have Darkvision. This gives them the ability to see even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. The range of Darkvision is typically either 30' or 60'; if not given for a particular creature, assume the 60' range. Darkvision is totally ineffective in any light greater than moonlight.

Doors
A stuck door can be opened on a roll of 1 on 1d6; add the character's Strength bonus to the range, so that a character with a bonus of +2 can open a stuck door on a roll of 1-3 on 1d6. Locked doors can be forced by rolling the same range, but on 1d10. Metal bars can sometimes be bent on a roll of this range on 1d20. A careful character might choose to listen at a door before opening it. Thieves have a special ability, Listen, which should be applied if the listener is a Thief. For other characters, the GM rolls 1d6, with 1 indicating success. Sounds heard might include voices, footsteps, or any other sound the GM considers appropriate. Of course, the room beyond the door might really be silent; thus, the Game Master must make the roll, so that a roll of 1 in such a case will not give anything away to the players.

Secret Doors
Under normal conditions, searching for secret doors takes one turn per character per 10' of wall searched. A secret door is found on a roll of 1 on 1d6; characters with 15 or higher Intelligence succeed on a roll of 1-2. Also, as noted previously, Elves add 1 to the range automatically, such that an Elf discovers secret doors on a 1-2 on 1d6, or 1-3 if the Elf has an Intelligence of 15 or higher. The GM may create secret doors that are more difficult (or easier) to detect at his or her option. Multiple characters searching for secret doors ensures that any such will eventually be found; however, if the first and second searchers fail, the next searcher must take two turns to search, and all subsequent searches of the area require an hour. Note that finding a secret door does not grant understanding of how it works. The GM may require additional rolls or other actions to be taken before the door can be opened.

Traps
Dungeons and ruins frequently contain traps, including spear-throwers, covered pits, etc. The GM will decide what is required to trigger a trap, and what happens when the trap is triggered. (Some guidance on this is provided in the Game Master section later in this book.) In general, there will be some way to avoid or reduce the effect of the trap being sprung. For instance, a save vs. Death Ray is often used to avoid falling into a covered pit (with Dexterity bonus added), while spear-throwers, automated crossbows, and the like are sometimes treated as if they were monsters (attacking vs. the victim's Armor Class at some given attack bonus). Normal characters have a chance equal to a roll of 1 on 1d6 to detect a trap if a search for one is made. Note that this is about a 16.7% chance; Thieves have a special ability to find and remove traps, which supersedes this roll, as does the stonework trap-finding ability of Dwarves. A Dwarven Thief is a special case; apply whichever trap-detection ability is higher. In all

Dungeon Survival
As described in the Equipment section, above, normal characters must consume one day's worth of rations (or equivalent food) and a minimum of one quart of water per day. Failure to consume enough food does not significantly affect a character for the first two days, after which he or she loses 1 hit point per day. Furthermore, at that point the character loses the ability to heal wounds normally, though magic will still work. Eating enough food for a day (over the course of about a day, not all at once) restores the ability to heal, and the character will recover lost hit points at the normal rate. Inadequate water affects characters more swiftly; after a single day without water, the character loses 1d4 hit points, and will lose an additional 1d4 hit points per day thereafter; healing ability is lost when the first die of damage is rolled.

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ADVENTURE

Wilderness Adventures
Wilderness Movement Rates
Movement rates when traveling in the wilderness are related directly to encounter movement rates, as shown on the table below:
Encounter Movement (Feet per Round) 10' 20' 30' 40' 50' 60' 70' 80' 90' 100' 110' 120' Wilderness Movement (Miles per Day) 6 12 18 24 30 36 42 48 54 60 66 72

Note that sailed ships may travel 24 hours per day (if a qualified navigator is aboard), and so may be able to cover twice the normal distance per day of travel. This is in addition to the multiplier given below. If the ship stops each night, as is done by some vessels traveling along a coastline as well as those vessels having less than the minimum number of regular crewmen on board, the two-times multiplier does not apply. Movement of sailed ships varies depending on weather conditions, as shown on the following table. Sailing movement modifiers shown apply when sailing with the wind; sailing against the wind involves tacking (called “zigzagging” by landlubbers) which reduces movement rates two rows on the table (from Moderate Breeze to Very Light Breeze, for instance).
d12 1 2 3 4 5 6 7 8 9-12 d% 01-05 06-13 14-25 26-40 41-70 71-85 86-96 97-00 Wind Direction Northerly Northeasterly Easterly Southeasterly Southerly Southwesterly Westerly Northwesterly Prevailing wind direction for this locale Wind Conditions Becalmed Very Light Breeze Light Breeze Moderate Breeze Average Winds Strong Winds Very Strong Winds Gale Sailing x0 x1/3 x1/2 x2/3 x1 x1 1/3 x1 1/2 x2

Naturally, any group traveling together moves at the rate of the slowest member.

Overland Travel
The movement rates shown on the table above are figured based on an 8 hour day of travel through open, clear terrain. The terrain type will alter the rate somewhat, as shown on this table:
Terrain Jungle, Mountains, Swamp Desert, Forest, Hills Clear, Plains, Trail Road (Paved) Adjustment x1/3 x1/2 x2/3 x1

Characters may choose to perform a forced march, traveling 12 hours per day. If this is done, add an additional 50% to the distance traveled. Each day of forced march performed after the first inflicts 1d6 damage on the characters (and their animals, if any). A save vs. Death Ray with Constitution bonus applied is allowed to avoid this damage, but after this save is failed once, it is not rolled again for that character or creature. A day spent resting “restarts” the progression.

Notes: Becalmed: Sailing ships cannot move. Oared ships may move at the given rowing movement rate. Very Strong Winds: (tacking) is not possible. Sailing against the wind

Waterborne Travel
Travel by water may be done in a variety of boats or ships; see the table in the Vehicles section for details. Travel distances are based on a 12 hour day of travel, rather than the usual 8 hours per day given above.

Gale: Sailing against the wind is not possible, and ships exposed to a gale may be damaged or sunk; apply 2d8 points of damage to any such ship, per hour sailed.

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Traveling by Air
When traveling by air, overland movement rates are doubled, and all terrain effects are ignored. Most winged creatures must maintain at least one-third normal forward movement in order to remain airborne; however, devices such as flying carpets generally do not have to do this.

Becoming Lost
Adventurers following roads, trails, rivers, streams, or other obvious landmarks are unlikely to become lost; however, when the party strikes out into trackless forest, windblown desert, etc., they may become lost. Secretly roll a save vs. Death Ray, adjusted by the Wisdom of the party leader (i.e., whichever player character seems to be leading). (Alternately, an Ability Roll against Wisdom may be rolled, if that optional rule is in use.) The GM must determine the effects of a failed roll.

Retainers, Specialists and Mercenaries
Player characters will sometimes want or need to hire NPCs (Non-Player Characters) to work for them. There are several categories of NPCs available for hire, as follows:
Adjusted Die Roll 2 or less 3-5 6-8 9-11 12 or more Result Refusal, -1 on further rolls Refusal Try again Acceptance Acceptance, +1 to Loyalty

Retainers
A retainer is a close associate of his employer. Retainers are hired for a share of treasure (typically at least 15% of the employer's income) plus support costs (weapons, armor, rations, and basic equipment provided by the employer). Retainers are typically very loyal and are willing to take reasonable risks; in particular, they are the only sort of hireling who will generally accompany a player character into a dungeon, lair, or ruin. Hiring a retainer is more involved than hiring other NPCs. First, the player character must advertise for a retainer, typically by hiring a crier, posting notices in public places, or asking (and possibly paying) NPCs such as innkeepers or taverners to direct potential retainers to the player character. It is up to the Game Master to rule on what must be done, and how successful these activities are. If the player character is successful, one or more NPCs will present themselves to be interviewed. The Game Master should play out the interview with the player, and after all offers have been made and all questions asked, a reaction roll should be made. To check the potential retainer's reaction, the Game Master rolls 2d6 and adds the player character's Charisma bonus. In addition, the Game Master may apply any adjustments he or she feels are appropriate (a bonus of +1 for higher-than-average pay or the offer of a magic item such as a sword +1, or a penalty if the player character offers poor terms). The roll is read as follows:

Refusal, -1 on further rolls means that all further reaction rolls made toward that player character in the given town or region will be at a penalty of -1 due to unkind words said by the NPC to his fellows. If the player character tries again in a different town, the penalty does not apply. If a Try again result is rolled, the potential retainer is reluctant, and needs more convincing; the player character must “sweeten” the deal in order to get an additional roll, such as by offering more pay, a magic item, etc. If the player character makes no better offer, treat Try again as a Refusal result. Loyalty: All retainers have a Loyalty score, which is generally 7 plus the employer's Charisma bonus (or penalty). The Loyalty score is used just as the Morale score of monsters or mercenaries is used. If a Loyalty check roll made in combat is a natural 2, the Loyalty of the retainer increases by +1 point. Note that a Loyalty of 12 is fanatical… the retainer will do virtually anything the player character asks, and never flee in combat. However, the Game Master should still apply penalties when the player character instructs the retainer to do something which appears very risky, making a failed check possible. In addition, the Game Master should roll a Loyalty check for each retainer at the end of each adventure, after treasure is divided, to determine if the retainer will remain with the player character. The GM may

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apply adjustments to this roll, probably no more than two points plus or minus, if the retainer is particularly well or poorly paid. Maximum Number of Retainers: A player character may hire at most 4 retainers, adjusted by the character's Charisma bonus or penalty. Any attempts to hire more than this number of retainers will be met with automatic refusals. Level of Retainers: Normally, potential retainers will be one-half the level of the employer (or less). So, a first level character cannot hire retainers, second level PCs can only hire first level characters, and so on. Of course, there is no way for the retainers to directly know the level of the PC employer, nor for the employer to know the level of the potential retainer; but the Game Master should usually enforce this rule for purposes of game balance. It shouldn't be surprising that first level characters can't hire retainers, as they have no reputation to speak of yet. Experience for Retainers: Unlike other hired NPCs, retainers do gain experience just as other adventurers do; however, as they are under the command of a player character, only one-half of a share of XP is allocated to each retainer. See Character Advancement , below, for an example.

ADVENTURE
Alternately, a Magic-User seeking to create certain magic items may employ an alchemist as an assistant. In this case, the alchemist adds 15% to the MagicUser's chance of success. Animal Trainer : 250 to 750 gp per month. Characters wishing to ride hippogriffs or employ carnivorous apes as guards will need the assistance of an animal trainer. The lowest cost above is for an average animal trainer, able to train one type of “normal” animal such as carnivorous apes; those able to train more than one sort of animal, or to train monstrous creatures such as hippogriffs, are more expensive to hire. The Game Master must decide how long it takes to train an animal; in some cases, animal training may take years, a fact the player characters may find inconvenient as well as expensive. A single animal trainer can train and manage no more than 5 animals at a time, though in most cases once an animal is fully trained, if it is put into service right away the animal trainer won't be needed to handle it any longer. Armorer (or Weaponsmith) : 100 to 500 gp per month. Characters hiring mercenaries, or having armed and armored followers to take care of, will need the services of an armorer. In general, for every 50 Fighters employed, one armorer is required to care for their gear. The armorer's equipment is not included in the costs given above, but the cost to maintain his apprentices is included; most such characters will have 1d4 apprentices assisting. Higher priced armorers or weaponsmiths may be hired to assist in making magic weapons or armor; in this case, the character hired will be a specialist, an expert in making one particular type of armor or weapon, and will command a higher price (as shown above). Such characters will rarely agree to do the mundane work of maintaining weapons and armor for a military unit. Engineer : 750 gp per month. Any player character wishing to build a fortress, a ship, or any other mundane construction will need an engineer. Large projects may require several engineers, at the GM's option. Savant: 1,500 gp per month. Savants are experts in ancient and obscure knowledge. Many savants have particular interests in very limited or focused areas (for example, “Elven migrations of the 2nd age”), but even these will know or have access to a lot of facts. The listed cost is the minimum required to maintain a savant with his library, collections, etc. If the savant's patron asks a difficult question, there may be additional costs for materials or research to answer it.

Specialists
Specialists are NPCs who may be hired by player characters to perform various tasks. Specialists do not go on adventures or otherwise risk their lives fighting monsters, disarming traps, or any of the other dangerous things player characters and retainers may do. Rather, specialists perform services the player characters usually can't perform for themselves, like designing and erecting castles, training animals, or operating ships. A player character is limited in the number of specialists he or she can hire only by the amount of money they cost; Charisma does not affect this. Alchemist : 1,000 gp per month. These characters are generally hired for one of two reasons: to make potions, or to assist a Magic-User with magical research. An alchemist can produce a potion, given the required materials and a sample or a written formula for the potion, in the same time and for the same cost as a Magic-User. They may also research new potions, but at twice the cost in time and materials as a MagicUser.

41

Mercenaries will virtually never go into a dungeon. require 500 square feet of space each in order to reduce their pay. Lance. Elf Light Foot. Human Archer. Rather. A mercenary lieutenant will generally be 2 nd level. Shield. Listed costs are in gold pieces per month. In particular. Human Crossbowman. Lance. Elf Archer. Shortbow. Shortbow. all such characters are normal men. Human Light Foot. Larger mercenary units will usually be beyond the reach of player characters until they have reached fairly high levels. Shortbow. the average mercenary is a 1st level Fighter. lair. or ruin. they will usually be armed with clubs. Longbow. Orc Crossbowman. Statistics are given below for the most common sorts of mercenaries. Shield. Mercenaries Mercenaries are hired warriors. and Shortsword Chainmail. Shortbow. Lance. or shortswords. Orc Archer. Shield. Morale 8 8 7 8 9 8 8 8 8 8 9 8 8 8 8 8 9 8 In general. Orc Heavy Foot. divided into two to four squads of soldiers. and are left to the Game Master to detail. Lance. but unless experienced as a ship's captain. Longbow. 10% of corporals and 50% of sergeants are 2nd level. and Shortsword Chainmail. Dwarf Longbowman. and Shortsword Chainmail. and Longsword Leather Armor and Spear Chainmail. Crossbow. At the very least. Shield. while a captain will be 2nd to 4th level and his first sergeant will be 2nd or 3rd level. each generally consisting of Type of Mercenary Light Foot. multiply the given cost of each mercenary by his or her level. and Longsword Chainmail. They are generally hired in units as small as platoons: 32 to 48 Fighters. Crossbow. and are not armored. as they demand better living conditions. Mercenaries housed in a player character's stronghold require 200 square feet each but cost 25% less per month. and Longsword Leather Armor. Shield. (Elven mercenaries.) See the Stronghold section for more details.ADVENTURE Ship's Crew : Special. Human Longbowman. Human Heavy Foot. A crew for a waterborne vessel involves several types of characters. Shield. the statistics are for first level characters. As mercenaries are almost always veteran troops. high level player characters may hire mercenaries to defend or help defend their castles or other holdings. Dwarf Heavy Foot. Elf Medium Horseman. Human Light Horseman. Human Cost 2 8 1 3 6 2 5 15 3 5 12 9 20 10 22 15 33 20 Equipment Leather Armor. and should be adjusted when higher level characters are indicated (as given above). Player characters with appropriate backgrounds may act as Captain. a complement of sailors and a Captain are needed. Costs per month for each sort of character are given below: Seaman Type Captain Navigator Sailor Rower Cost 300 gp 200 gp 10 gp 3 gp BASIC FANTASY RPG two to five platoons and led by a captain with a sergeant as his assistant (called a first sergeant ). and Longsword 42 . and a Navigator is required aboard ships going out of sight of land. and Shortsword Leather Armor. each squad is led by a corporal. and Shortsword Leather Armor. and Shortsword Chainmail. and Longsword Leather Armor. and Shortsword Platemail. while the platoon is led by a lieutenant plus a sergeant. as this is covered by their room and board. Shield. and Longsword Chainmail. at least until it has been fully cleared. and Longsword Platemail. Platoons are joined together into companies. they are used in outdoor military engagements. Lance. however. daggers. and Longsword Chainmail. rowers will be needed aboard galleys. Shield. and Shortsword Chainmail. Human Medium Horseman. Elf Heavy Horseman. they will have difficulty commanding respect from the regular sailors (lower the Morale of such regular sailors by -2 if led by an inexperienced Captain). Shortbow. and Longsword Leather Armor. Elf Light Horseman.

As described above. This is not allowed.075 1. Where a monster has both a character level and hit dice given.000 XP are earned by this group. he advances to 2. each asterisk adds the special ability bonus once. This would make his total 3. Noncombat challenges may be assigned a level.000 XP.BASIC FANTASY RPG ADVENTURE Character Advancement Experience Points (XP) Experience points are given for monsters defeated.000 XP before going on an adventure. Monster Hit Dice less than 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 XP Value 10 25 75 145 240 360 500 670 875 1. If asterisks appear after the hit dice listing for a monster. and starts his next adventure at 2nd level. instead. No character may advance more than one level due to the experience points from a single adventure. one short of the amount required for 3rd level. as the GM wishes. each retainer should receive a one-half share.300 1. If 2. The following table provides XP values for monsters.875 2. during the adventure. or a flat XP value assigned.499 XP. After tallying the XP earned in a given adventure.175 2.250 3. For example.575 1. use the larger value as the monster's level. a creature with a hit dice figure of 2** is worth 125 XP. the amount should be divided by the number of adventurers. and he would be a 3rd level Thief. for example. he earns 2.500 2.600 4.000 4.500 Special Ability Bonus 3 12 25 30 40 45 55 65 70 75 90 95 100 110 115 125 135 145 160 175 43 . and for other challenges as the GM sees fit. one share is 444 XP. and the retainer receives 222 XP. add 750 XP to the XP Value and 25 XP to the Special Ability Bonus per additional hit die. so a group with four player characters and a retainer is counted as having 4½ members. For monsters with more than 19 hit dice. Barthal the Thief is 1st level and has 1.000 more XP (an amazing feat).850 3.

and consults the table below: 44 . There was a sound of glass breaking. and then one of them fell in a heap. Then one of the skeletons hit her. on a 1-2 they are all surprised. as described previously). In many cases. If the roll is 3 or more. surprise is checked (see below). The Game Master rolls 2d6. Several of the skeletons began to smoke. In cases where the reaction of the monsters to the party is not obvious. By the time they were all gone. and I felt a splash of water on my face. only Darion is surprised. Morningstar told me to drink it. and he was throwing something. Morningstar swung at one of the monsters and struck it.ENCOUNTER BASIC FANTASY RPG PART 5: THE ENCOUNTER I raised my shield to fend off one of the monsters. of Barthal there was no sign. I just kept hacking at the skeletons. and Morningstar had taken a second. Surprised characters are unable to act for one round. Holy water. time shifts to combat rounds (10 seconds long. Fortunately. Apoqulis raised his holy symbol and called in a loud voice. both of them are surprised. disappearing into the gloom. I heard a high-pitched yell… it was Barthal. but still I felt good that I had invested my part of the proceeds of our last excursion in a suit of plate mail armor. and hewed at another with my sword. just a minor wound. a little ways down the hallway. but they cannot move nor attack during the round of surprise. I saw Apoqulis down one of the monsters in a single blow. reduce the range by 1 for such creatures. begone!” To my surprise. I decided. for example. if the roll is a 2. I had taken a wound. As I finally managed to down a second skeleton. adding the Charisma bonus of the “lead” character (or applying his or her Charisma penalty) along with any other adjustments he or she feels are reasonable. so I insisted she take it. but her sword did the bony thing little harm. Surprise When surprise is possible. as described below). Then we turned back to the sarcophagus… Order of Play When the party of adventurers comes in contact with potential enemies. They still defend themselves. Unsurprised characters then roll for Initiative. Surprised characters or creatures stand flat-footed for one round. and act in order of the rolls (again. the reaction of the monster or monsters is obvious… zombies guarding a tomb will virtually always attack intruders. it appeared that Morningstar was having similar trouble with the monsters. roll 1d6 for each side which might be surprised. Then the GM rolls 1d6 for Darion and Monster Reactions When a group of player characters meet one or more monsters. several of the monsters turned as if afraid and ran out the door. Some characters or creatures (such as Elves) are described as being less likely to be surprised. Morningstar. Even as I saw all this I continued to hack at the monsters. We had one potion of healing left of those that Apoqulis' temple had given us. If the roll is a 1. then do the same to another in his very next strike. so there is no penalty to Armor Class. I was shrugging off blows that would have harmed me were I still wearing chain mail. It took two good blows to down the first one. but I didn't have time to think about it. Characters or creatures which are well hidden and prepared to perform an ambush surprise on a roll of 1-4 on 1d6. it's important to know how the monsters will react to the party. but I could tell she was in worse shape than I. His mace seemed to be much more effective against the monsters than our swords. Before beginning combat. To my surprise. most normal characters are surprised on a roll of 1-2. but I missed my first swing. For example: Darion the Human Fighter and Morningstar the Elven Fighter/Magic-User open a door and come face-to-face with a party of goblins. “In the name of Tah. a reaction roll may be made. neither of them are surprised. Apoqulis also had a torch. Unfortunately this left quite a few of them still in the room. I saw that Apoqulis still stood by the door. The GM rolls 1d6 for the goblins.

but once two opposing figures are within 5' of each other. a facing change is any turn of up to 90º (a right-angle turn). like the player characters. A character using a weapon with a long reach (spears. If desired. this does not mean that the monsters will just hand over their treasure. a running character is not normally allowed to attack (but see Charging. even if the character rolled lower for Initiative. As always. If no turning distance is given for a creature. so a facing change is the 45 . As the GM counts down the Initiative numbers. An Unfavorable result means that the monsters do not like the player characters. for instance) may choose to attack a closing opponent on the closing opponent's number and thus attack simultaneously with the opponent. A result of 2 or less means that the player characters have so offended the monsters that they attack immediately. For monsters not having a given Constitution. allow the monster to run for 24 rounds. interpreting the results of this roll is left to the GM. Characters are allowed to run a number of rounds equal to 2 times the character's Constitution. a character or creature may not move again until the next round. just as if they had rolled the same number. it does not necessarily mean that the monsters like the player characters. and vehicles of various sorts have a turning distance. a combatant can choose to wait until a later number to act. Characters. the player character's action is simultaneous with the creature waited for.BASIC FANTASY RPG Reaction Roll Table Adjusted Die Roll 2 or less 3-7 8-11 12 or more Result Immediate Attack Unfavorable Favorable Very Favorable ENCOUNTER Combat Each character or creature involved in combat may move. “diagonal” movement is not available. If using hexes. below). They are hardly needed for most dungeon adventures. A half-turn (45º) still counts as a full facing change. Running characters can move at double their normal encounter movement rate. but will add measurably to combat situations in the wilderness. This is given as a distance in feet in parentheses after their movement rate. and in fact most moderately sized creatures which walk on the ground. below. After attacking. The GM may make single rolls for groups of identical monsters at his or her option. Running Characters may choose to run. each character or monster may act on his or her number. and will attack if they may reasonably do so. if any opponent is in range. up to its encounter movement distance. when its Initiative number comes up. Maneuverability The following rules may be considered optional. 1d6 is rolled for Initiative for each character or monster. on a square-gridded map. This roll is adjusted by the character's Dexterity bonus. creatures. Opponents more than 5' apart may move freely. have a turning distance of 5'. and it determines how far they must move between facing changes when moving about in combat. Exhausted characters or creatures must rest for at least a turn before running again. In this case. assume that it is 5'. but it does indicate that they may choose to cooperate with the player characters in mutually beneficial ways. A Favorable result simply means that the monsters will consider letting the player characters live if they choose to parley. Initiative Each round. this means turning to face directly to the right or left of the figure's current facing. All normal player characters. they are “engaged” and must abide by the rules under Defensive Movement. especially in waterborne combat situations or when some or all combatants are flying. if desired. in fact. In general. High numbers act first. who may choose to alter the result if he or she believes a different result would be more enjoyable to play out than the one rolled. then the player character's action takes place on the same Initiative number as the creature he or she is waiting for. A Very Favorable result means that the monsters (or perhaps only the monster leader) do. Any characters/monsters with equal numbers act simultaneously. If a player states that he or she is waiting for another character or monster to act. after which they are exhausted and may only walk (at the normal encounter rate). and then attack.

such as spectres. and certain other piercing weapons deal double damage when “set” (braced against the ground or floor) and used against a charging creature. If the fleeing characters or creatures are ever able to get beyond the pursuer's sight for a full round. if the save is failed. or pole arm which is suitable for use while charging. Creatures which are running (moving at double speed) may not make facing changes of more than 60º. but such “floaters” can only descend at the normal movement rate. There are a few exceptions to this rule: First. it does double damage. Charging Under some circumstances. the characters wanting to flee begin doing so on their Initiative numbers. Set Weapon Against Charge : Spears. Certain monsters. if it is 5' normally. Finally. the fleeing characters will be subject to “parting shots” as described under Defensive Movement if they continue to flee after the pursuers close to melee range.. If one group is surprised. The attack made after the charge is made at +2 on the attack roll. Death Ray (with Dexterity bonus added). the unsurprised group may be able to escape automatically (unless something prevents them from making an exit). and the other is not. Evasion and Pursuit Sometimes a party of adventurers will want nothing more than to avoid a group of monsters (or sometimes. the character or creature being charged must have equal or better Initiative. he or she may stand up and make a full move on his or her Initiative number in the next round. and may move up to double his or her normal movement rate. A winged flier can gain up to 10' of altitude after moving forward by the distance shown for its maneuverability class. the attacker must be using a weapon such as a spear. it increases to 10'). lance. The GM may easily play out the pursuit. unless they have lost the ability to float entirely. characters or creatures may be allowed to attack after a running move. make a hard turn. If the attacker does not have line of sight to the opponent at the start of the charge. Any time a character must pass through a doorway. The charging character or creature takes a -2 penalty to Armor Class for the remainder of the round. For this to be done. pole arms. flying carpets. For air or sea battles. the charging character or creature must move at least 10 feet. are able to use natural attacks when charging. the GM may require a saving throw vs. any creature that does not move away from its starting position during the combat round may make as many facing changes as desired (though circumstances. and their turning distance increases by 10' (or. Floating creatures or vehicles (balloons. and some specific limitations apply. it's the monsters avoiding the adventurers). This is called a charge. “One space” means either 5' or 10'. fly spell. BASIC FANTASY RPG toward the intended target. not at fast (“running”) speed. depending on the map or board being used.ENCOUNTER 60º turn to face toward the hex-side to the right or left of the current facing. Incorporeal flying creatures. The movement must be in a more or less straight line 46 . such as trying to turn a horse around in a narrow corridor. at least one of the creatures or vehicles should start at an altitude/depth of 0. etc. they may begin melee combat. that opponent can’t be charged. and can dive (lose altitude in a controlled fashion) at up to twice the normal movement rate. most creatures can shift one space laterally while preserving their facing (this is called “sidestepping”). but this may only be done when moving at normal (“walking”) speed. the character has fallen at that point and moves no further that round. Climbing and Diving For battles involving three dimensions. and a new 0 level can be established at any time. First. especially including those with horns. If at any point the pursuers are within 5' (melee range) at the start of a round. each creature or vehicle has an altitude (when flying) or depth (underwater). by adjusting the altitudes of each creature or vehicle. If the attack hits. it will stall. they have evaded pursuit… the pursuers have lost them. being forced to dive at maximum rate for one round. Otherwise. this counts as holding an action: both attacker and defender act on the attacker's Initiative number and are therefore simultaneous. as given above. etc. can turn freely at any point while moving. to simplify play. may prevent this). if the creature does not move horizontally by at least one-third its normal speed. Also. following along on his or her map (note that the players can't draw maps while they run headlong through the dungeon or wilderness area). and the path to the target must be reasonably clear.) can climb vertically without horizontal motion up to half the normal movement rate.

if the opponent can be hit at all (for example. Average zero-level humans have 1d4 hit points. even if that opponent has already made all attacks for the round. as in “average. shopkeepers. and other nonadventurer characters who will appear in the game. A blacksmith might be credited with a Strength score of 13 or more.BASIC FANTASY RPG ENCOUNTER Attack Bonus Table Fighter Level NM 1 2-3 4 5-6 7 8-10 11-12 13-15 16-17 18-20 Cleric or Thief Level 1-2 3-4 5-6 7-8 9-11 12-14 15-17 18-20 Magic-User Level 1-3 4-5 6-8 9-12 13-15 16-18 19-20 Monster Hit Dice less than 1 1 2 3 4 5 6 7 8-9 10-11 12-13 14-15 16-19 20-23 24-27 28-31 32 or more Attack Bonus +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 Defensive Movement Any time a character turns his or her back on an adjacent opponent (who has a ready weapon) and begins movement. so a natural “20” with a normal weapon will not hit such a monster). Normal Men A note about normal men: The NM entry in the table above is for normal men. How to Attack To roll “to hit. the character may begin backing away (at up to half normal walking movement) while continuing to fight (if the opponent remains within reach. but in general such things need not be detailed for most of these characters. scullery maids. A natural “20” is always a hit. the attack hits and damage is rolled. as shown on the table on page 47. All such characters are NPCs. follows the retreating character). This is termed a fighting withdrawal. Attacking from Behind Attacks made from behind an opponent usually receive a +2 attack bonus. also known as zero level characters . of course. These characters represent the artisans. monsters that can only be hit by silver or magic weapons cannot be hit by normal weapons. but they have 1d6 hit points and are allowed to use any weapon allowed to a Fighter. a tiger with a claw/claw/bite routine could only claw once or bite once. that opponent is allowed a “parting shot” with a +2 bonus to attack. that is. and usually are not proficient with any weapons except bare hands.” the attacker rolls 1d20 and adds his or her attack bonus (AB). the vast majority of “normal men” are humans. above). This does not combine with the Sneak Attack ability (see the Thief. Green troops (those who have not been in battle yet) are zero-level. as well as Strength bonus (if performing a melee attack) or Dexterity bonus (if performing a missile attack) and any other adjustments required by the situation. Alternately. If the total is equal to or greater than the opponent's Armor Class. A natural “1” on the die roll is always a failure. Opponents with attack routines must choose one attack mode. for instance. 47 . or a savant with Intelligence of 16 or more. they are normal. Demi-human races have few if any zero-level characters among their numbers. It is recommended not to waste time in detailing the ability score or other statistics of such characters further.” and so very few would have extreme statistics.

a successful attack roll indicates a direct hit. of course. The only exception is if the attacker is behind the target creature and undetected. etc. missile weapons which miss the intended target are normally considered lost. For concealment the attack penalty should range from -1 (25% obscured) to -4 (90% obscured). it is possible (especially when defending a position) to load more than one crossbow in advance and then switch weapons each round until all have been fired. This is due to the shooter dodging around to avoid the foe's attacks. For hard cover.ENCOUNTER BASIC FANTASY RPG Monster Attack Bonus When looking up a monster's hit dice on the Attack Bonus Table. A heavy crossbow can be fired just once per three rounds. The exception is monsters with 1-1 or lower hit dice. Also. Otherwise. In a dungeon environment this sort of strategy is unlikely. Melee weapons or attacks may generally only be used against foes who are engaged with the attacker (as described above). and the attack misses. if the weapon is fired into a melee where allies of the shooter are involved. so a monster with 3+2 hit dice. Missile Weapon Rate of Fire In general. crossbows are an exception. Treat each number as representing a 10' square area. A light crossbow can be fired once per two rounds. is still treated as just 3 hit dice. that is. Of course. Concealment is “soft” cover like fog or light foliage that makes the target difficult to see but does not affect the missile itself. or one with 3-1. Foes beyond Long range cannot be effectively attacked. which are considered less than one hit die and have an attack bonus of +0. who is engaged with the shooter). However. those beyond Short range but within Medium range are attacked at +0.). again requiring the user to spend two rounds doing nothing other than cocking and loading the weapon in order to fire it again. These attack rolls are 48 . above. the user of such a weapon may drop or sling the weapon and switch to another weapon rather than reloading. (behind) 0 7 5 2 8 Target 3 1 (in front) 9 6 4 Cover and Concealment In certain situations. or that creature is distracted so as to not be able to attack the shooter. The GM should decide which allies may be hit. Melee Combat Melee occurs after a character has closed for combat and strikes at a monster or other foe. and the user may not perform any other actions (including movement) during the “reloading” round. missile weapons are allowed a single attack per round. and those beyond Medium but within Long range are attacked at -2. a penalty of -5 is applied to the attack roll. and roll attacks against each until a hit is made or all possible targets are exhausted. anything that will stop or slow a missile weapon. The distance the attacker is from his target affects the attack roll. it may hit one of the allied creatures. ignore all “plus” or “minus” values. the GM will roll 1d10 and consult the diagram below to determine where the missile hit. Grenade-Like Missiles When throwing grenade-like missiles (flasks of oil. Missile Fire Missile weapons may be used to attack foes at a distance. Cover is defined as “hard” protection such as that afforded by a thick tree trunk or stone wall. in these cases.e. Missiles That Miss With the exception of grenade-like missiles. as reloading a crossbow between shots is time-consuming. Cover or concealment makes it more difficult to strike an intended target. these penalties should be doubled. and thus a penalty will be applied to the attacker's die roll depending upon how much of the target is protected from attack. the intended target of a missile (or melee) attack may have cover or concealment of some kind. just as are melee weapons. However. apply the usual +1 bonus (+3 total bonus if attacking from behind). If a character attempts to use a missile weapon against a foe who is within 5' of him or her (i. In general. as shown on the Missile Weapon Ranges table in the Characters section. opponents within Short range are attacked at +1 on the die.

if successful. but sling bullets or stones do. It is recommended that no more than three allies be “tried” in this way. as do thrown missile weapons such as daggers or spears. results in the defender pinning the attacker. 1d4 with a kick. and in fact. or can be awakened (with 1 hit point) by someone else after 2d10 rounds. Melee attacks apply the Strength bonus or penalty to the damage dice. dragging the attacker along. or pin another character while holding an opponent. will wake up with 1 hit point in 1d4 turns. kicks are rolled at a -2 attack penalty. A character in no armor or leather armor cannot successfully punch or kick a character in metal armor. Usually. Moving the Opponent: The attacker can move up to one-half speed (bringing the defender along) with a successful attack roll. the GM must decide when and how to apply it based on the circumstances of the battle. magic weapons will add their bonuses to damage (and cursed weapons will apply their penalty). Subduing Damage Attacks made with the “flat of the blade” for nonlethal damage are made at a -4 attack penalty and do half damage. Actions Allowed to the Defender: The target of a successful hold is usually immobile (but not helpless) at least until his or her next action. any successful hit will do at least one point of damage. However. the attacker rolls damage as given for the weapon. Brawling Sometimes a character will attack without a weapon. This requires an additional attack roll. there is no “weapon” restriction in this case. if the attacker is strong enough to carry or drag the defender. which is attempted at the defender's next action (according to Initiative). or take any other action the GM allows. Normal characters do 1d3 points of subduing damage with a punch. The attacker may also attempt to acquire an item the opponent is holding (such as a weapon) or attempt to move the opponent (as described below). use simple magic items such as rings. scroll or potion. when appropriate. Most weapons can be used this way. not the player. he or she may move at up to onehalf speed. The GM must decide which monsters can be successfully attacked this way. After achieving a hold on an opponent. bows and crossbows do not gain the Strength bonus. or. A held character may be voluntarily released whenever the attacker so desires. only those with penetration or slashing features on all sides cannot. prevent a held opponent from speaking. but not subsequently killed. where success indicates the attacker has grabbed his or her opponent. ENCOUNTER damage is applied to the attacker instead of the defender. the GM must make these rolls. All character classes may engage in brawling. Damage If an attack hits. cast a spell. the character becomes unconscious rather than dying. A successful wrestling attack causes the attacker to move into the same “space” as the defender (if miniature figures are used). This rule is applied to attacks made by monsters. allowing the possibility that someone might be beaten to death. As explained elsewhere. This rule is intentionally vague.BASIC FANTASY RPG made with the shooter's normal attack bonus. Note that. staff. This hold is maintained until the attacker releases it or the defender makes a save vs. if the roll fails. striking with a fist or foot. Death Ray. as determined by Initiative. escape another’s wrestling attack. a creature or character reduced to 0 hit points is dead. However. If a character is reduced to zero hit points who has taken at least some subduing damage. if this is attempted the 49 . If the defender is significantly stronger and/or larger than the attacker. the attacker can automatically inflict unarmed damage (as if striking with a fist). Such characters suffer a penalty of -4 to AC against opponents other than the attacker. just as if he or she intended to attack the allied creature. the GM still makes the rolls. but the GM may make an exception as he or she sees fit. the defender may immediately attempt an attack roll (even if he or she has already attacked this round) which. the defender may choose to escape instead of reversing the hold. This is called brawling. Also.) A character knocked out in this way. (Any further subduing damage is then considered killing damage. The attacker can’t draw or use a weapon or use a wand. Wrestling A wrestling attack requires a successful melee attack roll. regardless of any penalties to damage. Acquiring an Object: The attacker may attempt to take an item away from the defender.

etc. the monster has lost its nerve. then that creature may still take damage from the splash. in fact. while pouring or splashing water on burning oil does little good. Wrestling attacks against creatures with touch attacks (such as wights) will cause the attacker to suffer one such attack automatically every round. each successful attack does not lower the defender's AC further). a figure between 2 and 12. Up to four combatants can wrestle a single opponent of normal size in a given round. A flask of oil spilled or splattered on the ground will burn for 10 rounds. Note that. other attackers benefit from the -4 AC penalty applied to the defender. Morale NPCs and monsters don't always fight to the death. the monster or monsters are willing to stand and fight. A save vs. a direct hit to a creature deals 1d8 points of fire damage. To make a Morale check. the rules above can be used not only when character races wrestle but also when humanoid monsters are involved. roll 2d6. the defender must apply the better of his or her Strength or Dexterity bonuses (or penalties) on this roll. a successful escape roll frees the defender from just one of those attackers. A character being held may not normally cast a spell. In any event. plus in the next round the target takes an additional 1d8 points of damage.ENCOUNTER On the defender's next action. each such creature within 5 feet of the point of impact receives 1d6 points of damage from the splash. However. Wrestling With Monsters: In general. most will try to avoid death whenever possible. The oil must be set afire in order to inflict damage. Held characters may also use simple magic items such as rings. they always fight to the death. BASIC FANTASY RPG means of igniting the oil is at hand. this AC penalty is not cumulative (that is. the defender finishes the action by moving into any space adjacent to the attacker. but to use it against an incorporeal creature.) Large creatures able to fly may attempt to carry off their opponents (even if the flying creature is the defender). Oil A flask of oil can be used as a grenade-like missile. The GM must judge the method used. The GM will decide whether or not to allow wrestling involving non-humanoid creatures on a caseby-case basis. even if he or she has not been silenced by the attacker. Multiple Opponents: Several combatants can be involved in a wrestling match. Those attempting to cross the burning oil will receive 1d6 points of fire damage each round they are in it (with no saving throw in this case). This includes creatures with feet capable of grasping (such as monkeys or apes. above). No saving throw is allowed for a creature which has received a direct hit. A flask of holy water can be thrown as a grenade-like missile. it must be opened and poured out onto the target. rolling on the floor (assuming it's not oily also) or covering the flames with a wet blanket are good methods. Monsters with a Morale score of 12 never fail a Morale check. Creatures that are smaller than the attacker count for half. then all other creatures within 5 feet of the point of impact receive 1d6 points of fire damage from the splash. If more than one attacker has a hold on a particular defender. If the escape roll succeeds. Death Ray is allowed to avoid this damage. are not damaged by burning oil. generally requiring the attacker to be adjacent to the target. Death Ray. and receives a saving throw. if this is allowed. he or she can try to escape the pin with a saving throw vs. if the roll is equal to or less than the Morale score. Assuming some 50 . If the roll is higher than the score. while creatures that are larger count at least double (as determined by the GM). If the flask does not hit the intended target (as described under Grenade-Like Missiles. Fire-resistant creatures. In this case. Holy Water Holy water damages undead creatures. a successful hold on the attacker grants the original defender a +4 bonus on subsequent escape rolls. the flask breaks if thrown against the body of a corporeal creature. In addition. after an opponent is pinned. a flask of burning oil only causes damage for two rounds at most. A direct hit by a flask of holy water deals 1d8 points of damage to an undead creature. otherwise the oil is just slippery. Holy water is only effective for one round. If the oil is ignited by some sort of wick or fuse. unless he or she spends the round extinguishing the flames by some reasonable means. Each monster listing includes the monster's Morale score. for instance. the following adjustments apply: Creatures with extra grasping appendages (more than the usual two) gain a +1 bonus on attack rolls or saving throws for each such appendage. giant spiders. It is also possible for another character to attack the attacker in an ongoing wrestling bout. including creatures having fire-based abilities.

2d6 are rolled. assuming Turning the Undead Clerics can Turn the undead. see the relevant rules in the Adventure section. If the table says “T” for that combination. The Cleric brandishes his or her holy symbol and calls upon the power of his or her divine patron. If this is a success. adjustments should not total more than +2 or -2. if the group described above is to be Turned by a 2nd level Cleric. The player rolls 1d20 and tells the GM the result. the 2d6 hit dice are rolled only once. or by hit points if the monster is alone). If the result shown is a “D. ENCOUNTER The GM looks up the Cleric's level on the Clerics vs. even if the GM knows the character can't succeed (or can't fail). he or she would first need to have rolled a 15 or higher to Turn the zombies. Note that special rules apply to retainers. or hold magic are counted as if dead. the same result is checked against the next higher type of undead. Clerics vs. but a minimum of one creature will always be affected if the first roll succeeds. No adjustment is ever applied to a Morale score of 12. the player still rolls just once. at most 3 zombies can be Turned). charm. and if they are successfully Turned. The Game Master may apply adjustments to a monster's Morale score in some situations. intelligent monsters or NPCs may attempt to surrender. If a mixed group of undead (say. Likewise. as telling the player whether or not to roll may reveal too much. surplus hit dice are lost (so if zombies are being Turned and a roll of 7 is made. that is the minimum number needed on 1d20 to Turn that sort of undead. it is not possible for the Cleric to affect that type of undead monster. Undead table. If the table indicates “No” for that combination. If the table gives a number. if the GM so desires.BASIC FANTASY RPG In general. A monster that fails a Morale check will generally attempt to flee. that type of undead is automatically affected (no roll needed). The result is checked against the weakest sort first (the zombies). For this purpose. Note that the player should always roll.” then that sort of undead will be Damaged (and possibly destroyed) rather than merely Turned. Morale is checked when monster(s) first encounter opposition. above. 2d6 hit dice of undead monsters are affected. that is. If the roll is a success. Undead Table Cleric Level Skeleton 1 13 2 11 3 9 4 7 5 5 6 3 7 2 8 T 9 T 10 T 11 D 12 D 13 D 14 D 15 D 16 D 17 D 18 D 19 D 20 D Zombie 17 15 13 11 9 7 5 3 2 T T T D D D D D D D D Ghoul 19 18 17 15 13 11 9 7 5 3 2 T T T D D D D D D Wight No 20 19 18 17 15 13 11 9 7 5 3 2 T T T D D D D Wraith No No No 20 19 18 17 15 13 11 9 7 5 3 2 T T T D D Mummy No No No No No 20 19 18 17 15 13 11 9 7 5 3 2 T T T Spectre No No No No No No No 20 19 18 17 15 13 11 9 7 5 3 2 T Vampire No No No No No No No No No 20 19 18 17 15 13 11 9 7 5 3 Ghost No No No No No No No No No No No 20 19 18 17 15 13 11 9 7 51 . For example. and again when the monster party is reduced to half strength (by numbers if more than one monster. drive away undead monsters by means of faith alone. monsters incapacitated by sleep. Generally. a wight and a pair of zombies) is to be Turned. and cross-references it with the undead type. at his or her discretion.

If any roll to Turn the Undead fails. The first negative level removed restores 13 / 3 = 4. Healing and Rest Characters recover 1 hit point of damage every day. those reduced to zero hit points are utterly destroyed. Obviously. Normal characters require 6 hours sleep out of every 24. If the party pursue and corner the Turned undead. were it a group of 3 zombies and a wight. provided that normal sleep is possible. they may resume attacking the party. so a character with 18 Constitution needs only 3 hours sleep per night (and a character with 3 Constitution needs 9 hours). Those who have suffered energy drain generally have a gaunt. the 2d6 roll is a 7. Removal of the last negative level will restore the remaining 4 points. this would Turn both zombies and leave a remainder of 3 hit dice of effect. If the character's hit points are reduced to zero or less by means of energy drain. but not all undead monsters present are affected. haggard look about them. that Cleric may not attempt to Turn Undead again for one full turn. divide the total number of hit points lost by the number of negative levels (rounding normally) to determine how many hit points are restored. the victim is immediately slain. The hit point losses rolled were 6. a character suffers three negative levels of energy drain. If the energy drain is caused by an undead monster. but if left alone. Negative levels may be removed by magic. If a Cleric succeeds at Turning the undead.ENCOUNTER BASIC FANTASY RPG Energy Drain Sometimes characters are exposed to energy drain from undead or evil magic. For example.5 hit points. the wight is Turned as well. the 2d6 roll would have to be a total of 9 or higher to affect them all. being blasted into little more than dust. he or she may try again in the next round to affect those which remain. which is rounded to 5 even. Characters who choose full bedrest regain an additional hit point each evening. for a total of 13 points lost. Those surviving this damage are still Turned as above. most characters would prefer to sleep two or more hours longer. Undead monsters which are Turned flee from the Cleric and his or her party at maximum movement. 52 . When a negative level is to be removed.” For each negative level a victim receives. the monsters will not return or attempt to attack the Cleric or those near him or her for at least 2d4 turns. The victim may or may not be allowed a saving throw to resist the effect (depending on the specific monster type). given a choice. Now the character has one negative level and 4 hit points lost. Wights are. 3 hit die monsters. in fact. Note that these figures are minimums. Such energy drain is manifested in the form of “negative levels. the character recovers 9 / 2 = 4. Now the character has two negative levels and has lost 9 hit points. Undead monsters subject to a D (Damaged) result suffer 1d8 damage per level of the Cleric (roll once and apply the same damage to all undead monsters affected). so assuming the original 1d20 roll was a 20. the victim will usually be transformed into that sort of undead (exact details vary by type of monster). A partial failure (possible against a mixed group) counts as a failure for this purpose. Subtract from this number of hours the character's Constitution bonus. and 2. noticeable by observant characters. he or she suffers a semi-permanent loss of one hit die worth of hit points and a penalty of -1 on all attack and saving throw rolls. The next time a negative level is removed.3333 hit points (which is rounded to 4 even). 5.

5'-14' does 1d6. Dragon Breath. it is immobilized. and Spells.BASIC FANTASY RPG Characters who get less than the required amount of sleep suffer a -1 penalty on all attack rolls and saving throws (as well as not receiving any hit points of healing). Death Ray (without adjustments) to regain the final point. Saving Throws Saving throws represent the ability of a character or creature to resist or avoid special attacks. Attacking a Vehicle Attacks against vehicles (such as wagons or ships) are made against Armor Class 11. Fractional distances are rounded to the nearest whole number. If a reduction in maximum hit points reduces that figure to less than the character's current hit points. Costs of such repairs are left to the Game Master to decide. etc. Constitution Point Losses Any character who has lost Constitution points temporarily (such as due to a disease) may regain them with normal rest. These effects are modified when dealing with monsters having unusual sensory abilities. Regardless of how long the character has gone without adequate sleep. a GM might be writing an adventure wherein there is a trap that pours burning oil on the hapless adventurers. the penalty becomes one point worse. A blinded creature is surprised on 1-4 on 1d6. the character's maximum hit points must be reduced appropriately. but in some unusual situations the Game Master will need to choose a category. that is. Current hit points will not be improved in this fashion. For example. cart or chariot will require a wagonmaker to repair them. Deafness and Blindness A deafened creature can react only to what it can see or feel. with a target number based on the character's class and level. bats may be affected by deafness as if blinded instead. ENCOUNTER These penalties are for characters or creatures recently handicapped. Roll damage against the vehicle. Spells and monster special attacks will indicate which category applies (when a saving throw is allowed). The are five categories of saving throw are as follows: Death Ray or Poison . a saving throw is a d20 roll. any increase that increases the character's Constitution bonus results in the restoration of the hit points lost due to the reduction. reduce the current hit points to the new maximum hit point figure immediately. If the vehicle takes damage equal to or greater than the listed HP on one side. Falling Damage Characters suffer 1d6 damage per 10' fallen. a character reduced from 16 to 15 Constitution goes from +2 to +1. Any excess damage is applied to the vehicle. Those who are normally blind or deaf may have reduced penalties at the GM's option. and suffers a -1 penalty to its Initiative rolls. The rate of recovery is one point per day. suffers a -4 penalty to its attack rolls. Like an attack roll. a comparable class and level are provided for the purpose of determining the monster's saving throw figures. and a -2 penalty to its Initiative rolls. for example. is surprised on 1-3 on 1d6. If a Constitution loss results in a lower bonus or penalty. such as spells or poisons. Each vehicle has listed Hardness and Hit Point values. If more than one Constitution point was lost. One way to make this choice is to interpret the categories metaphorically. awarded each morning when the character awakens from a normal night's sleep. A natural (unadjusted) roll of 1 on a saving throw is always a failure. it is reduced to half speed due to wheel damage or a hull breach. and this much damage will sink a ship. and then reduce that damage by the Hardness value. failure results in a permanent loss of that point. while a wagon. Note that the penalty for attacking an invisible opponent is the same as the penalty for attacking blind. a -4 penalty to its Armor Class. Repairing a Vehicle Damage done to a vehicle may be restored at a rate of 1d4 hit points per crew member per hour of labor. the character must make a save vs. added to the maximum hit point figure only. the normal amount of sleep will remove these penalties. For each additional night where sufficient sleep is not received. for instance. -4 on the attack roll. a vehicle can only be restored to 90% of its maximum hit points by field repairs. up to a maximum 20d6. a damaged ship must be put into drydock and repaired by a shipwright and his crew. for monsters. while a natural 20 is always a success. Magic Wands. 53 . However. but rather must be regained by normal healing. thus losing one hit point per die rolled. if it takes this much again. When regaining Constitution. Paralysis or Petrify . so that a fall of 1-4' does no damage.

For example. a character holding an open spellbook is struck by a fireball spell. fire. In any case where one or more items may be subject to damage. assume that items carried are unaffected if the character or creature carrying them makes its saving throw. a Spell. for instance. saving throw rolls are not adjusted by ability score bonus or penalty figures. The GM may decide on other adjustments.) may still be considered subject to damage even if the bearer makes his or her save. saving throw BASIC FANTASY RPG Item Saving Throws Area effects (such as fireball or lightning bolt spells) may damage items carried by a character as well as injuring the character. he or she must save vs. very fragile items (paper vs. Or perhaps a stone idol shoots beams of energy from its glaring eyes when approached. Cleric Level 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20 Death Ray or Poison 11 10 9 9 8 8 7 7 6 6 5 Magic Wands 12 11 10 10 9 9 8 8 7 7 6 Paralysis Dragon or Petrify Breath 14 16 13 15 13 15 12 14 12 14 11 13 11 13 10 12 10 12 9 11 9 11 Spells 15 14 14 13 13 12 12 11 11 10 10 Magic-User Level 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20 Death Ray or Poison 13 13 12 12 11 11 10 10 9 9 8 Magic Wands 14 14 13 12 11 10 10 9 8 7 6 Paralysis Dragon or Petrify Breath 13 16 13 15 12 15 11 14 10 14 9 13 9 13 8 12 7 12 6 11 5 11 Spells 15 14 13 13 12 11 11 10 9 9 8 Fighter Level 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20 Death Ray or Poison 12 11 11 10 9 9 8 7 7 6 5 Magic Wands 13 12 11 11 10 9 9 8 7 7 6 Paralysis Dragon or Petrify Breath 14 15 14 15 13 14 12 14 12 13 11 12 10 12 10 11 9 10 8 10 8 9 Spells 17 16 15 15 14 13 13 12 11 11 10 Thief Level 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20 Death Ray or Poison 13 12 11 11 10 9 9 8 7 7 6 Magic Wands 14 14 13 13 12 12 10 10 9 9 8 Paralysis Dragon or Petrify Breath 13 16 12 15 12 14 11 13 11 12 10 11 10 10 9 9 9 8 8 7 8 6 Spells 15 14 13 13 12 11 11 10 9 9 8 54 . * Saving throws against illusions (such as phantasmal force ) are always adjusted by the character's Intelligence. as he or she sees fit. For simplicity. The GM should feel free to amend this rule as he or she sees fit.ENCOUNTER Avoiding the oil might be considered similar to avoiding Dragon Breath. Spells. However. This attack may be considered similar to a Magic Wand. use the saving throw roll of the bearer to determine if the item is damaged or not. a backpack full of fragile items might be given a single saving throw rather than laboriously rolling for each and every item. physical impact. and then save again at the same odds for the spellbook. glass vs. There are a few exceptions: * Poison saving throws are always adjusted by the Constitution bonus of the character. In general. or if especially potent. etc.

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to calculate the correct figure in these cases. where present. Wild 2d6. Attacks: The number (and sometimes type or types) of attacks the monster can perform. Morale: The number that must be rolled equal to or less than on 2d6 for the monster to pass a Morale Check. so their movement is listed as 80' Fly 160'. If the monster's Attack Bonus is different than its number of Hit Dice. if the monster is known by more than one). portable treasure (such as magic items) tend to carry and use these. it indicates that the monster is only able to be hit by special weapons (such as silver or magical weapons. Non-combatant monsters (juveniles. in parentheses. 2d6 individuals in the wilderness. for instance. the first listed AC value is with that armor. the figure will vary. a monster noted as “1d6.) which makes the monster harder to defeat. For example. See the Treasure section for more details. above.MONSTERS BASIC FANTASY RPG PART 6: Name: The first thing given for each monster is its name (the most common name. Hit Dice: This line gives the creature’s number of hit dice. they indicate a Special Ability Bonus to experience points (XP) awarded for the monster. or rates for those monsters able to move in more than one fashion. Intelligent creatures that own useful. Generally this will be defined in terms of one or more die rolls. Ghouls are marked 2 claws/1 bite as they can attack with both claws and also bite in one round. In addition. Monsters that only appear underground and have no lairs will have a single die roll. and so their movement is given as Swim 40'. Goblins may attack once with a weapon. Note that number appearing applies to combatants. Appearing : This is given in terms of one or more die rolls. a distance may appear in parentheses after a movement figure. So a creature with 3+2 hit dice rolls 3d8 and adds 2 points to the total. Pegasi can both walk and fly. assume 5'. or creatures affected only by fire. Damage: The damage figures caused by successful attacks by the monster. some monsters may only be hit with magical weapons. Most monsters save as Fighters of a level equal to their hit dice. and sometimes females) do not count in this number. Some monsters are only able to be hit (damaged) by silver or magical weapons. is unarmored. For example. In some cases. Armor Class : This line gives the creature’s AC for normal combat. so they are MONSTERS marked 1 weapon. Lair 3d6” is encountered in groups of 1d6 individuals in a dungeon setting. The text of the monster description should explain this in detail where it matters. Review the Experience Points awards table in the Adventure section. If a turning distance is not listed. See Character Advancement in the Adventure section for more details. Dragons of different age categories will have different XP values. indicated by a double dagger ‡. 54 . but the GM is always the final arbiter. XP: The number of experience points awarded for defeating this monster. unless otherwise noted. etc. If the monster customarily wears armor. For example. In most cases. Bugbears have a normal walking movement of 30'. this is the creature's turning distance (see Part 5: The Encounter). or 3d6 individuals in a lair. Monsters having a Morale of 12 never fail morale checks. these are indicated either in words or with a dagger †. leaving bulky items at home. and lists any bonus hit points. Save As: The character class and level the monster uses for saving throws. and fight until destroyed (or until they have no enemies left). a creature keeps valuables in its home or lair and has no treasure with it when it travels. If an asterisk appears after the monster's name. Movement: This line gives the monster's movement rate. and this is all that is listed for them. for convenience the Attack Bonus will be listed in parentheses after the Hit Dice figure. One or two asterisks (*) may appear after the hit dice figure. Monsters always roll eight sided dice (d8) for hit points. and the second. those that have lairs and/or those that can be found in the wilderness will be noted appropriately. No. Treasure Type : This line reflects how much wealth the creature owns. Mermaids can only move about in the water.

Appearing: Save As: Morale: XP: Camel 13 2 1 bite/1 hoof 1/1d4 50' (10') [ 40' (10') ] Wild 2d4 Fighter: 2 7 75 Horse. or one-humped camel. They are surefooted and sturdy. camel is suited to cooler. Riding horses cannot fight while a rider is mounted. rocky areas. up to 800 pounds. Appearing: Save As: Morale: XP: For convenience. Riding Horses include smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. The statistics presented here could also describe burros. Camels are known for their ability to travel long distances without food or water. but slightly stronger and more agile. A mule is similar to a riding horse. Riding 13 2 2 hooves 1d4/1d4 80' (10') Wild 10d10 Fighter: 2 7 75 Armor Class: Hit Dice: No. with its hump rising 1 foot higher. of Attacks: Damage: Movement: No. Such creatures obviously have no treasure. A Pony is a small horse.BASIC FANTASY RPG MONSTERS Beasts of Burden Armor Class: Hit Dice: No. The two-humped. A light load for a warhorse is up to 350 pounds. under 5 feet tall at the shoulder. These animals are usually ready for useful work by age two. of Attacks: Damage: Movement: No. War 13 3 2 hooves 1d6/1d6 60' (10') domestic only Fighter: 3 9 145 Donkey 13 2 1 bite 1d2 40' (10') Wild 2d4 Fighter: 2 7 75 Mule 13 2 1 kick or 1 bite 1d4 or 1d2 40' (10') domestic only Fighter: 2 7 75 Horse. a heavy load. They can be taken into dungeons or caverns. War Horses are trained and bred for strength and aggression. a heavy load. The statistics presented here are for the dromedary. Ponies are otherwise similar to riding horses and cannot fight while carrying a rider. A light load for a camel is up to 400 pounds. These animals are usually ready for heavy work by age three. up to 500 pounds. slower (speed given in brackets). Draft 13 3 2 hooves 1d4/1d4 60' (10') domestic only Fighter: 3 7 145 Pony 13 1 1 bite 1d4 40' (10') domestic only Fighter: 1 6 (9) 25 Horse. and can be taken into dungeons or caverns. up to 600 pounds. Ponies can be trained for war. this does not allow them to fight while carrying a rider. up to 550 pounds. A light load for a riding horse is up to 250 pounds. A light load for a mule is up to 300 pounds. A light load for a draft horse is up to 350 pounds. 55 . and the morale in parentheses above is for a war pony. up to 700 pounds. a heavy load. which thrives in warm deserts. Draft Horses include large breeds of working horses such as Clydesdales. up to 700 pounds. animals commonly used to carry loads and/or characters are listed here together. horselike creatures. They usually are not ready for warfare before age three. Mules are sterile crossbreeds of donkeys and horses. It is stockier. A dromedary stands about 7 feet tall at the shoulder. a heavy load. a heavy load. a heavy load. A light load for a donkey is up to 70 pounds. A light load for a pony is up to 275 pounds. or Bactrian. up to 140 pounds. and tougher than the dromedary. Donkeys are long-eared. a heavy load.

Appearing: Save As: Morale: Treasure Type: XP: 14 4 2 claws 1d4/1d4 40' 1d6. though they are actually omnivores. Assassin Vine Armor Class: Hit Dice: No. Though relatively shy when first encountered. These powerful creatures resemble gorillas but are far more aggressive. aurochs (2 hit dice). but males are more aggressive in the presence of females (the parenthesized morale applies in this case). Soldiers and workers are about 5 to 6 feet long. elk or moose (3 hit dice) and bison (4 hit dice). The statistics above represent common sorts of wild herd animals. The plant will continue to crush its victim until one or the other is dead or the victim manages to escape. suffering an additional 1d8 points of damage thereafter. Appearing: Save As: Morale: Treasure Type: XP: 17 4 1 2d6 60' (10') 2d6. and the victim becomes entangled. once combat begins they will fight to the death. of Attacks: Damage: Movement: No. Because it can lie very still indeed. An adult male carnivorous ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds. Ape. there is no statistical difference between them. Appearing: Save As: Morale: Treasure Type: XP: 13 1 to 4 1 butt 1d4 or 1d6 or 1d8 80' (10') Wild 3d10 Fighter: 1 to 4 (as Hit Dice) 5 (7) None 25 . and so will sometimes have a small amount of treasure in their lair. including deer (1 hit die). Giant ants may be red or black. while queens can grow to a length of 9 feet. Appearing: Save As: Morale: Treasure Type: XP: 15 6 1 + special 1d8 + special 5' 1d4+1 Fighter: 6 12 U 555 Antelope Armor Class: Hit Dice: No.240 The assassin vine is a semi-mobile plant found in temperate forests that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. Death Ray with Strength bonus added. Carnivorous Armor Class: Hit Dice: No. so the victim may not attempt this and also perform an attack. Lair 2d4 Fighter: 4 7 None 240 Giant ants are among the hardiest and most adaptable vermin. and they kill and eat anything they can catch. They are known to collect shiny things. this is a full action. of Attacks: Damage: Movement: No. Wild 2d4. Giant ants may occasionally mine shiny metals such as gold or silver.MONSTERS BASIC FANTASY RPG Monster Descriptions Ant. 12 after engaged U or special 240 Such creatures are often skittish and likely to flee if provoked. 56 . they prefer meat. of Attacks: Damage: Movement: No. Lair 4d6 Fighter: 4 7 on first sighting. A successful hit inflicts 1d8 points of damage. Giant Armor Class: Hit Dice: No. Wild 2d6. an assassin vine surprises on a roll of 1-4 on 1d6. of Attacks: Damage: Movement: No. A victim may attempt to escape by rolling a saving throw vs. one in three (1-2 on 1d6) giant ant lairs will contain 1d100 x 1d100 gp value in relatively pure nuggets.

Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These plants have thin. Any living creature which meets the gaze of the basilisk must save vs. Wild 1d6. Wild 1d100. A mature plant consists of a main vine. which spring up around the plant and help conceal it. Giant) Armor Class: Hit Dice: No. They have no visual organs but can sense foes within 30 feet by sound and vibration. not including its tail. Lair 1d6 Fighter: 6 9 F 610 Bat (and Bat. Lair 1d100 Normal Man 6 None 10 Giant Bat 14 2 1 bite 1d4 10' Fly 60' (10') 1d10. Lair 1d10 Fighter: 2 8 None 75 A basilisk is an eight-legged reptilian monster that petrifies living creatures with a mere gaze. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi. Those who attempt to fight the monster while averting their eyes suffer penalties of -4 to attack and -2 to AC. a petrified basilisk loses its power to petrify. insectivorous bats. An adult basilisk’s body grows to about 6 feet long. and other sources of thermal energy. for game purposes. about 20 feet long. A basilisk usually has a dull brown body with a yellowish underbelly. of Attacks: Damage: Movement: No. Assassin vine berries make a heady wine. treat this ability as Darkvision. which can reach an additional length of 5 to 7 feet. Petrification or be turned to stone instantly. but generally only does so to seek new hunting grounds. Wild 1d10.BASIC FANTASY RPG An assassin vine can move about. For every ten bats in the area. They have a natural sonar that allows them to operate in total darkness. volcanic vents. Petrification or be turned to stone. Some specimens sport a short. but if an attacker can manage to surprise the monster with a mirror it may see its reflection. and white veins so that they resemble mineral deposits. A subterranean version of the assassin vine grows near hot springs. If a basilisk sees its own reflection in a mirror it must save vs. wiry stems and gray leaves shot through with silver. Appearing: Bat 14 1 Hit Point 1 Confusion 30' Fly 40' 1d100. curved horn atop the nose. flying around apparently randomly. 57 . Basilisk Armor Class: Hit Dice: No. any creature surprised by the basilisk will meet its gaze. Appearing: Save As: Morale: Treasure Type: XP: 16 6** 1 bite/1 gaze 1d10/petrification 20' (10') 1d6. It is possible to use a mirror to fight the monster. These small vines bear clusters of leaves. of Attacks: Damage: Movement: No. albeit very slowly. The fruit is tough and has a hearty but bitter flavor. one creature can be confused. In general. A group of normal-sized bats has no effective attack (at least in terms of doing damage) but can confuse those in the area. The creature weighs about 300 pounds. even drinking with their eyes closed. The statistics presented here describe small. and in late summer they produce bunches of small fruits that resemble wild grapes. MONSTERS instinctively avoid mirrors or other reflective surfaces. such a creature will suffer a penalty of -2 on all attack and saving throw rolls while the bats remain in the area. brown. Basilisks Save As: Morale: Treasure Type: XP: Bats are nocturnal flying mammals. in which case the penalties are -2 to attack and no penalty to AC.

dragging them in and biting them. They are rarely more than 5 feet long. Appearing: Save As: Morale: Treasure Type: XP: 14 4 2 claws/1 bite + hug 1d4/1d4/1d6 + 2d6 hug 40' 1d4. they are able to attack adventurers. Black Armor Class: Hit Dice: No. but being much larger. Lair 1d4 Fighter: 5 8 None 360 Bear. attacking almost anything of equal or smaller size. Wild 1d2. lean carnivores are slightly taller than brown bears. and are able to move and attack for one round after losing all hit points. Polar Armor Class: Hit Dice: No. Bear. A successful hit with both paws indicates a hug attack for additional damage (as given for each specific bear type). of Attacks: Damage: Movement: No. blond. or cinnamon in color. BASIC FANTASY RPG Bear.800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. Lair 1d4 Fighter: 4 7 None 240 These massive carnivores weigh more than 1. many are carnivorous. 58 . These long. of Attacks: Damage: Movement: No. making such attacks likely. They are bad-tempered and territorial. They are ferocious killers. and just as hostile. Lair 1d2 Fighter: 7 9 None 670 Bear Bears attack by rending opponents with their claws. Appearing: Save As: Morale: Treasure Type: XP: 14 5 2 claws/1 bite + hug 1d4/1d4/1d8 + 2d8 hug 40' 1. Cave Armor Class: Hit Dice: No. Wild 1d4.MONSTERS A giant bat has a wingspan of 15 feet and weighs about 200 pounds. Black bears may actually be pure black. These monstrous bears are even larger than grizzly bears. All bears are very tough to kill. Grizzly Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. Wild 1d2. Bear. Appearing: Save As: Morale: Treasure Type: XP: 14 6 2 claws/1 bite + hug 1d6/1d6/1d10 + 2d8 hug 40' 1. Wild 1d4. Appearing: Save As: Morale: Treasure Type: XP: 15 7 2 claws/1 bite + hug 1d8/1d8/2d6 + 2d8 hug 40' 1d2. They have the same sensory abilities as normal-sized bats. of Attacks: Damage: Movement: No. Lair 1d2 Fighter: 6 8 None 500 The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.

depending on their speed to run down prey. a giant bombardier beetle bites opponents in front of it. Lair 5d6 Fighter: 1 9 Special 13 Beetle. In combat. Giant bees are usually not aggressive except when defending themselves or their hive. and they willingly prey on any creature of man size or smaller. Like most beetles. like most beetles. Appearing: Save As: Morale: Treasure Type: XP: 17 3+1 1 2d6 60' (10') 1d6. have more or less the same visual acuity in all directions. a giant bombardier beetle may choose to turn away and use the spray attack rather than biting. that produce a red glow. Giant fire beetles are about 2 feet long. leaving its stinger in the creature. Wild 2d6. illuminating a roughly circular area with a 10foot radius. of Attacks: Damage: Movement: No. giant bees behave generally the same as their smaller cousins. growing to a length of about a foot. The glands’ luminosity persists for 1d6 days after removal from the beetle. Bee. Death Ray for half damage is allowed). and thus suffer no penalty to Armor Class when attacked from behind. A giant bee that successfully stings another creature pulls away. Wild 2d6. and thus suffer no penalty to Armor Class when attacked from behind. The bee then dies. Lair 2d6 Fighter: 1 7 None 25 Although many times larger. Appearing: Save As: Morale: Treasure Type: XP: 16 2* 1 bite + special 1d6 + special 40' 1d8. one above each eye. They are 3 to 4 feet long. they have 59 . Wild 1d6. they have more or less the same visual acuity in all directions. Giant Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 16 1+2 1 bite 2d4 40' 1d8. Beetle. A giant bombardier beetle can use this spray attack up to five times per day. Like most beetles. They are normally timid but will fight if cornered. Appearing: Save As: Morale: Treasure Type: XP: 13 1d4hp* 1 sting 1d4 + poison 10' Fly 50' 1d6. Lair 2d4 Fighter: 3 9 U 145 Giant bombardier beetles have red head and thorax sections and black abdomens. Lair 2d6 Fighter: 2 8 None 100 These luminous nocturnal insects are prized by miners and adventurers.BASIC FANTASY RPG MONSTERS attacking from just one direction. of Attacks: Damage: Movement: No. Faced with opponents Giant tiger beetles are predatory monsters around 5 feet long. Beetle. Giant Fire Armor Class: Hit Dice: No. Their carapaces tend to be dark brown with lighter brown striped or spotted patterns. Giant bombardier beetles. but no more often than once per three rounds. but there are many variations. and sprays a cone of very hot and noxious gases from a nozzle in the rearmost tip of the abdomen. Giant Tiger Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. This toxic blast causes 2d6 points of damage to all within a cone 10' long and 10' wide at the far end (a save vs. They are fast runners. Wild 2d4. Giant Bombardier Armor Class: Hit Dice: No. They have two glands.

Cold or ice based attacks do not harm a black pudding. yellow) in color. and dungeons in search of organic matter. teleporting in a seemingly random fashion until they surround their prey. and growls that can transmit complex information. The blink dog is an intelligent canine that has a limited teleportation ability. A two hit die black pudding is simply unharmed by such attacks. If attacked with normal or magical weapons. but are actually animated plants. BASIC FANTASY RPG Blink Dog Armor Class: Hit Dice: No. Blink dogs may teleport immediately after attacking. Black puddings of smaller sizes may be encountered. of Attacks: Damage: Movement: No. possibly as a result of the splitting described above. a black pudding suffers no injury. which secrete acids that help them catch and digest their prey. yaps. Appearing: Save As: Morale: Treasure Type: XP: 13 2* to 4* 1 to 3 plus blood drain 1d6 1' Wild 1d8 Fighter: 2 12 None 100 . living or dead. attack. and thus suffer no penalty to Armor Class when attacked from behind.000 pounds. and weighs about 10. The typical black pudding measures 10 feet across and 2 feet thick. Other attack forms will affect a black pudding normally.390 Black puddings are are amorphous creatures that live only to eat. the preferred method of killing one usually involves fire. a mixture of barks. but will be split into two puddings. Lair 1d6 Fighter: 4 6 C 280 Black Pudding* Armor Class: Hit Dice: No. They inhabit underground areas throughout the world. a blink dog may teleport next to an opponent.MONSTERS more or less the same visual acuity in all directions. the GM should divide the original black pudding's hit dice between the two however he or she sees fit. whines. and teleport away in the same round. Wild 1d6. lashing out with pseudopods or simply engulfing opponents with their bodies. They attack any creatures they encounter. Appearing: Save As: Morale: Treasure Type: XP: 14 10* (+9) 1 3d8 20' 1 Fighter: 10 12 None 1. dimly aware of their surroundings. These plants are always in bloom. 60 . They are usually shy. They have their own language.280 Blood roses appear to be normal rose bushes. but they hate displacers and will generally attack them on sight. but such an attack will paralyze the pudding for one round per die of damage the attack would normally cause. Blood Rose Armor Class: Hit Dice: No. but cannot be split further. Appearing: Save As: Morale: Treasure Type: XP: 15 4* 1 bite 1d6 40' 1d6. they are able to teleport up to 120' at will. Blink dogs are medium-sized dogs. Blink dogs hunt in packs. In particular. avoiding a fight if possible. though other varieties are rumored to exist. scouring caverns. of Attacks: Damage: Movement: No. typically light brown in color and short haired. or with lightning or electricity. bearing beautiful flowers that are normally white (or rarely. with the limitation that neither pudding may have less than two hit dice. ruins. the victim would need to strike on the same Initiative number as the blink dog in order to attack it in melee. allowing some of them to get the bonus for attacking from behind. of Attacks: Damage: Movement: No. thus possibly avoiding being attacked.

these wild swine are badtempered and usually charge anyone who disturbs them. Bugbears gain a +1 bonus to their morale 61 . they have Darkvision with a 30' range. Living creatures who smell the fragrance must save vs. Poison or become befuddled. this save must be made. they must wear only leather or hide armor. One out of every eight bugbears will be a hardened warrior of 4+4 Hit Dice (240 XP). Undead monsters. surprising opponents on 1-3 on 1d6. with a +3 bonus to damage. Each blood rose plant will have 1. Adults are about 4 feet long and 3 feet high at the shoulder. with a +2 bonus to damage. B. etc. doing 1d6 damage per round. as indicated in the Armor Class scores above. Wild 5d4. but females are equally large and fierce. standing about 6 feet tall. 2 or 3 whiplike canes studded with thorns with which it can attack. Befuddled characters will not resist the plantcreature's attacks. the effect of the fragrance will expire 2d4 rounds later. R each. it wraps around the victim and begins to drain blood. and bully smaller humanoids whenever possible. and will try to find locations sheltered from the wind in order to achieve those ideal conditions. Blood roses can move about slowly. A blood rose which has recently (within one day) “eaten” this way will have flowers ranging from pink to deep wine red in color. When hunting. Their eyes are usually a darkish brown color and they move very quietly. In lairs of 16 or more bugbears. They are wild and relatively fearless. dropping anything carried and approaching the plant.BASIC FANTASY RPG The fragrance of the flowers is detectable up to 30' from the plant in ideal conditions. are not affected. constructs. L. Note that “boar” refers specifically to the male of the species. MONSTERS Bugbear Armor Class: Hit Dice: No. M in lair 145 Bugbears look like huge. In order to remain silent. hairy goblins. Lair 5d4 Fighter: 3 9 Q. They are able to move in nearly complete silence. of Attacks: Damage: Movement: No. they often send scouts ahead of the main group. if affected creatures are removed from the area. Bugbear attacks are coordinated. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 15 (13) 3+1 1 weapon 1d8+1 or by weapon +1 30' Unarmored 40' 2d4. Bugbears receive a +1 bonus on damage due to their great Strength. and their tactics are sound if not brilliant. there will be a chieftain of 6+6 Hit Dice (500 XP). Bugbears prefer to ambush opponents if they can. As with most goblinoid monsters. which will fade slowly back to white or yellow as the plant digests the blood it has consumed. A boar is covered in coarse. Appearing: Save As: Morale: Treasure Type: XP: 13 3 1 tusk 2d4 50' (10') Wild 1d6 Fighter: 3 9 None 145 Though not carnivores. When a cane hits. grayish-black fur. Each round such a creature or character is within the affected area. Boar Armor Class: Hit Dice: No.

62 . going to its lair to rest and digest its meal. While the inside of the caecilia is easier for the victim to hit. A caecilia can swallow a single small humanoid or demi-human (such as a goblin or halfling) whole. or up to 30' up. An average giant cave locust is 2 to 4 feet long. Lair 1d3 Fighter: 3 9 B 555 Giant cave locusts are pale. jumping wildly around.MONSTERS if they are led by a hardened warrior or chieftain. Poison or be unable to do anything for 3d6 rounds due to the horrible smell. vibration-sensitive feet and a variety of touch-sensitive “hairs” on their legs to sense the environment around them. legless amphibians. they strongly resemble earthworms. but they have bony skeletons and sharp teeth. it will leap toward one of the opponent creatures. In addition. but caecilia are very sensitive to sound and vibrations. They are nearly blind. and then all will attempt to flee in the next round. roll a normal attack roll. if wandering monsters are indicated. This does not interrupt the monster's shrieking. Each giant cave locust can perform this attack just once per encounter. All giant cave locusts in a group will shriek when disturbed. such a victim has been swallowed (assuming that roll does actually hit the victim). In the lair. Appearing: Save As: Morale: Treasure Type: XP: 14 6* 1 bite + swallow on 19/20 1d8 + 1d8/round if swallowed 20' (10') 1d3. the target creature takes 1d4 points of non-lethal damage from the impact. The GM should roll a wandering monster check each round that one or more cave locusts are attacking. or spitting nasty goo. but if disturbed they will attack. biting. attracting wandering monsters. but no normal armor value applies). If one of these creatures is not engaged at the beginning of the round. of Attacks: Damage: Movement: No. a giant cave locust can spray a greenish-brown goo (its digestive juices) up to 10' away. This spit attack will usually be reserved until they fail a morale check. and if the attack hits. bugbears never fail a morale check as long as the chieftain is alive. Caecilia live entirely underground. The giant variety grows up to 30' long and frequently are found in caverns or dungeons. but possesses 1d4+1 levels of Clerical abilities. BASIC FANTASY RPG Cave Locust. A shaman is equal to an ordinary bugbear statistically. These creatures eat subterranean fungus (including shriekers) as well as carrion. Giant Armor Class: Hit Dice: No. they will arrive in 1d4 rounds. fighting while swallowed is more difficult. it will generally attempt to disengage from combat. and are able to find their prey regardless of light or the absence thereof. and may only attack from the inside with a small cutting or stabbing weapon such as a dagger. They are eyeless. depending on their sound-sensitive antennae. Appearing: Save As: Morale: Treasure Type: XP: 16 2** 1 bite or 1 bump or 1 spit 1d2 or 1d4* or special 20' Fly 60' (15') 2d10. so no modifiers to the attack roll are applied. A giant cave locust can leap up to 60' horizontally. On a natural attack roll of 19 or 20. Caecilia are carnivorous. Finally. in which case all remaining giant cave locusts will spit at their nearest opponent. doing 1d2 damage on a successful hit. To spit on an opponent. shrieking loudly. of Attacks: Damage: Movement: No. cricket-like creatures that live underground. A swallowed victim suffers 1d8 damage per round. the giant cave locust rolls an attack against Armor Class 11 (plus Dexterity and magical bonuses. If the attack hits. the target must save vs. Giant Armor Class: Hit Dice: No. they are not predators. there is a 2 in 6 chance that a shaman will be present in a lair. Once a caecilia has swallowed an opponent. Any giant cave locust that is engaged (adjacent to an opponent) will attempt to bite. Wild 1d10 Fighter: 2 5 None 125 Caecilia.

being 2 to 3 feet long. arms and head of a man in the position a horse's head would otherwise occupy. shadowy forested areas. Lair 2d4 Normal Man 7 None 13 Cavemen are a species closely related to humans. but it is true that they do not have the facility for language as other human. of Attacks: Damage: Movement: No. they are shorter and stockier. of Attacks: Damage: Movement: No. Centaurs may charge with a spear or lance just as a A Cheetah is one of the fastest land animals . Wild 2d4. with the same bonuses. having the torso. demi-humans. Appearing: Save As: Morale: Treasure Type: XP: 12 2 1 weapon 1d8 or weapon + 1 40' 1d10. Giant centipedes tend to attack anything that resembles food. Appearing: Save As: Morale: Treasure Type: XP: 15 (13) 4 2 hooves/1 weapon 1d6/1d6/1d6 or by weapon 50' Unarmored 60' (10') Wild 2d10 Fighter: 4 8 A 240 Cheetah Armor Class: Hit Dice: No. and much more heavily muscled. It hunts alone or in small groups (usually composed of siblings). having long segmented bodies with exoskeletons. demihuman and humanoid races. Caveman Armor Class: Hit Dice: No.100 pounds. They typically wear leather armor when prepared for combat. but much taller and slightly heavier. of Attacks: Damage: Movement: No. Centaur Armor Class: Hit Dice: No.a large (about 100 pounds) cat capable of reaching up to 75 miles per hour when running. but a female will ferociously defend her young. 63 . It will rarely attack humans unless compelled to do so. They prefer to live in underground areas. and females are just a bit smaller. Lair 1d3 Fighter: 2 7 None 75 Centaurs appear to be half man. biting with their jaws and injecting their poison. They do not all actually live in caves. Centipedes are fast-moving. A centaur is as big as a heavy horse. Most would rather die than allow humans. there are desert-dwelling varieties that hide under the sand waiting for prey to wander by. Centaurs are generally haughty and aloof. and other places out of direct sunlight. average males are about 7 feet tall and weigh about 2. Wild 10d4. Giant Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 14 2 2 claws/1 bite 1d4/1d4/2d4 100' Wild 1d3. Poison at +2 or die. half horse. Those bitten by a giant centipede must save vs. Giant centipedes are larger versions of the normal sort. of Attacks: Damage: Movement: No. however. Lair 10d4 Fighter: 2 7 C 75 Centipede. predatory. venomous arthropods. but very honorable.BASIC FANTASY RPG MONSTERS man on horseback. Appearing: Save As: Morale: Treasure Type: XP: 11 1d4 Hit Points* 1 bite poison 40' 2d4. Whether they are actually less intelligent than “normal” humans or not is a matter of debate. or humanoids to ride on their backs.

differ only in that they have no wattles or comb. green. A cockatrice is a strange creature. Wild 1d8. or white.MONSTERS BASIC FANTASY RPG Chimera Armor Class: Hit Dice: No. for 3d6 points of damage.000 pounds. Appearing: Save As: Morale: Treasure Type: XP: 14 5** 1 beak + special 1d6 + petrification 30' Fly 60' (10') 1d4. red. Regardless of type. the neck is topped by a more or less normal looking chicken head. Chimeras are cruel and voracious. A male cockatrice has wattles and a comb. Anyone touched by a cockatrice. A chimera is about 5 feet tall at the shoulder. nearly 10 feet long. a goat. A cockatrice is no more intelligent than any animal. appearing to be a chicken (hen or rooster) with a long serpentine neck and tail. Appearing: Save As: Morale: Treasure Type: XP: 16 9** (+8) 2 claws/3 heads + special 1d4/1d4/2d4/2d4/3d4 + special 40' (10') Fly 60' (15') 1d2. 64 . Dragon Breath for onehalf damage. just like a rooster. must save vs. They can speak Dragon but seldom bother to do so. and weighs about 4. the dragon's head breathes a 50' long cone with a 10' wide end. Females. of Attacks: Damage: Movement: No. blue. or who touches one (even if gloved). victims may save vs. but they are bad-tempered and prone to attack if disturbed. Wild 1d4.225 Cockatrice Armor Class: Hit Dice: No. except when toadying to more powerful creatures. Petrification or be turned to stone. Lair 1d8 Fighter: 5 7 D 450 Chimeras are strange creatures having a lion's body with the heads of a lion. of Attacks: Damage: Movement: No. A cockatrice weighs about 25 pounds. much rarer than males. Lair 1d4 Fighter: 9 9 F 1. and a dragon. and has the same type of breath weapon as that sort of dragon. and the wings of a dragon. A chimera’s dragon head might be black.

It is an avid predator and a skilled pack-hunter.BASIC FANTASY RPG MONSTERS Crab. of Attacks: Damage: Movement: No. though they prefer a better environment. of Attacks: Damage: Movement: No. waiting for prey to come within reach. lake or sea. These creatures are often found in water-filled caves. Appearing: Save As: Morale: Treasure Type: XP: 18 3 2 pincers 2d6/2d6 20' Swim 20' 1d2. when in their natural element. Also. having wingspans of 25 feet or more. which means that no bonus is awarded for attacking them from behind. Appearing: Save As: Morale: Treasure Type: XP: Normal Large Giant 15 17 19 2 6 15 (+11) 1 1 1 1d8 2d8 3d8 30' (10') Swim 30' (10') Wild 1d8 Wild 1d4 Wild 1d3 Fighter: 2 Fighter: 6 Fighter: 15 7 8 9 None None None 75 500 2. Wild 2d3. having a wingspan of around 25 to 30 inches. Pterodactyl (and Pteranodon) Armor Class: Hit Dice: No. Large crocodiles fight and behave like their smaller cousins.850 Crocodiles are aggressive predators 11 to 12 feet long. particularly those connected to a river. Lair 1d6 Fighter: 3 7 None 145 Dinosaur. Wild 1d6. 65 . they may attack smaller characters or scavenge unguarded packs. but are much larger. The Deinonychus (sometimes mistakenly called a "Velociraptor") is a medium-sized feathered dinosaur weighting approximately 150 pounds and reaching about 11 feet of length (tail included). Large Crocodiles: These huge creatures are from 12-20 feet long. Giant Armor Class: Hit Dice: No. averaging 5' in diameter (not counting their legs). Deinonychus Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 15 3 1 bite bite 1d8 50' 1d3. of Attacks: Damage: Movement: No. they surprise on 1-4 on 1d6. They lie mostly submerged in rivers or marshes. Appearing: Save As: Morale: Treasure Type: XP: Pterodactyl 12 1 1 1d4 Fly 60' (10') Wild 2d4 Fighter: 1 7 None 25 Pteranodon 13 5 1 2d6 Fly 60' (15') Wild 1d4 Fighter: 3 8 None 360 Crocodile Armor Class: Hit Dice: No. Giant Crocodiles: These huge creatures usually live in salt water and are generally more than 20 feet long. They are predators. with only their eyes and nostrils showing. Pterodactyls are prehistoric winged reptilian creatures. aerodynamic build and vicious maw allow it to feed on larger but more primitive dinosaurs. its warm blood. Giant crocodiles fight and behave like their smaller cousins. Giant crabs carry their eyes on armored stalks. they are able to live in stagnant water. and may attack adventuring parties. Though they eat mostly fish. Pteranodons are essentially giant-sized pterodactyls. and are tolerant of both fresh and salt water. of Attacks: Damage: Movement: No. Dinosaur. Lair 2d6 Fighter: 3 8 None 145 Giant crabs naturally resemble the ordinary variety.

of Attacks: Damage: Movement: No. 66 . Its head is nearly 6 feet long. Tyrannosaurus Rex Armor Class: Hit Dice: No. and its teeth are from 3 to 6 inches in length. A tyrannosaurus pursues and eats just about anything it sees. The statistics above can also be used to represent other large bipedal carnosaurs. They are aggressive toward interlopers. Appearing: Save As: Morale: Treasure Type: XP: 23 18 (+12) 1 bite 6d6 40' (10') Wild 1d4 Fighter: 9 11 None 4. A triceratops will generally attempt to trample smaller opponents. Appearing: Save As: Morale: Treasure Type: XP: 17 11 (+9) 1 tail/1 bite or 1 trample 2d8/1d6 or 2d8 20' (15') Wild 1d4 Fighter: 6 7 None 1. A stegosaurus can't use its tail and bite attacks against the same creature in the same round. Appearing: Save As: Morale: Treasure Type: XP: 19 11 (+9) 1 gore or 1 trample 3d6 or 3d6 30' (15') Wild 1d4 Fighter: 7 8 None 1. or using its spiked tail.000 pounds.000 A triceratops is a three-horned herbivorous dinosaur. of Attacks: Damage: Movement: No. The tyrannosaurus rex is a bipedal carnivorous dinosaur.575 Dinosaur. of Attacks: Damage: Movement: No. These creatures are about 25 feet long and weigh about 20. It is slightly more than 30 feet long from nose to tail. Its tactics are simple – charge in and bite. trampling. Dinosaur. Despite its enormous size and 6-ton weight. such as the allosaurus. the stegosaurus is actually a peaceable creature and will only fight in self-defense.MONSTERS BASIC FANTASY RPG Dinosaur. either biting. Stegosaurus Armor Class: Hit Dice: No. a tyrannosaurus is a swift runner. attacking anyone who might appear to be a threat. depending on where the opponent is standing in relation to the dinosaur.575 Although fearsome looking. Triceratops Armor Class: Hit Dice: No.

do not depend on vision to fight and thus may be able to perceive the monster's true location and fight without penalty. This is a form of illusion. assume gaseous form . as the spell phantasmal force but including sound as well as visual elements. such as bats. creating up to 1.BASIC FANTASY RPG MONSTERS Displacer Armor Class: Hit Dice: No. but the Displacer swings the blades around in front to attack. which can be used at will (that is. A djinni in its natural form is about 10½ feet tall and weighs about 1. creating tasty and nourishing food for up to 2d6 humans or similar creatures. Wild 1d4 Fighter: 6 8 D 555 Djinni* Armor Class: Hit Dice: No. create normal items. catlike monsters with strange bladed arms extending from the shoulders. The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. of Attacks: Damage: Movement: No. with unlimited uses per day. as the potion. become invisible . Appearing: Save As: Morale: Treasure Type: XP: 15 ‡ 7+1* 1 fist or 1 whirlwind 2d8 or 2d6 30' Fly 80' 1 Fighter: 12 12 (8) None 800 Displacers are blue-black. of Attacks: Damage: Movement: No.000 pounds. Djinn disdain physical combat. preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind (see below) to harass those who follow. and create illusions .000 pounds of soft goods or wooden items of permanent nature or metal goods lasting at most a day. Djinn have a number of magical powers. This is not cumulative with the penalty for fighting blind. Thereafter. Any character fighting a Displacer for the first time will miss his or her first strike regardless of the die roll. once per day. the 12 morale reflects a djinni's absolute control over its own fear. Appearing: Save As: Morale: Treasure Type: XP: 16 6* 2 blades 1d8/1d8 50' 1d4. Some monsters. 67 . all attacks against displacers will be at a penalty of -2 to the attack roll. The real power and danger of the Displacer is its power of displacement . but does not indicate that the creature will throw its life away easily. up to one hour per day. which causes the monster's apparent location to shift around constantly over a range of 3' from the monster's true location. but a powerful form that cannot be seen through even by those who know the secret. Use the “8” figure to determine whether an outmatched djinn decides to leave a combat. The blades are carried folded back like wings. three times per day. once per day. without needing magic words or gestures): create food and drink .

of Attacks: Damage: Movement: No. they are described as having seven “age categories. For convenience. They are immune to normal cold. they can also read minds (as the spell. up to 300 pounds. In its natural form. until killed or until the victim spends an attack breaking free (which requires a save vs. Appearing: Save As: Morale: Treasure Type: XP: 15 4* 1 1d12 or by weapon 30' 1d6. Wild 1d6. Normal dogs include most medium and large breeds. When in its natural form. bait traps. it attacks with whatever weapon is appropriate. this table shows the variation in hit dice. this is how experts distinguish “true” dragons from other large reptilian monsters. In such cases. It prefers to fight on the wing. adjusted by the character's Strength bonus). whiplike tail. Lair 1d6 Fighter: 4 10 E 280 Dopplegangers are strange beings that are able to take on the shapes of those they encounter. two are a mated pair ranging from -1 to +2 hit dice (1d4-2). bulging eyes are yellow with slitted pupils. a dog can hold on. If this is the case. staying out of reach until it has worn down the enemy with the breath weapon (or possibly with spells. Due to their highly magical nature. the creature looks more 68 . If one dragon is encountered. In its natural form a doppleganger is about 5½ feet tall and weighs about 150 pounds. djinn cannot be harmed by non-magical weapons. They can maintain a hold in the same way that normal dogs do. Dopplegangers make excellent use of their natural mimicry to stage ambushes. A doppleganger is hardy. it uses its mind reading power to employ the same tactics and strategies as the person it is impersonating.” ranging from 3 less to 3 more hit dice than the average. Older. Dog Armor Class: Hit Dice: No. a heavy load. and suffer only half damage from magical attacks based on either cold or wind. they are interested only in themselves and regard all others as playthings to be manipulated and deceived. a djinni in whirlwind form fights as if it were an air elemental. Appearing: Save As: Morale: Treasure Type: XP: Normal 14 1+1 1 bite 1d4 + hold 50' Wild 3d4 Fighter: 1 9 None 25 Riding 14 2 1 bite 1d4+1 + hold 50' domestic only Fighter: 2 9 None 75 Dragon Dragons are large (sometimes very large) winged reptilian monsters. if the dragon can cast any). Although not usually evil. If three or four are encountered. its long. they consist of a mated pair plus one or two young of -3 hit dice in size. of Attacks: Damage: Movement: No. it is equally likely to be a male or female ranging from -2 to +3 hit dice (1d6-3). with a natural agility not in keeping with its frail appearance. Riding dogs are a large breed. dragons have four legs as well as two wings. damage from their various attacks. A light load for a riding dog is up to 150 pounds. BASIC FANTASY RPG or less humanoid. but with no limit of duration). All dragons are long-lived. and other features peculiar to dragons. and equipped with barding to improve their Armor Class. doing 1d4 damage automatically every round. After biting an opponent. except that dragons of the lowest age category do not yet have a breath weapon. Death Ray. Unlike wyverns. including wild dogs. Its large. with no limit as to the number of times per day this power may be used. In the shape of a warrior or some other armed person. Doppleganger Armor Class: Hit Dice: No. and they grow slowly for as long as they live. with gangly limbs and half-formed features. used primarily by Halflings for transport. but slender and frail. Each dragon can use its breath weapon as many times per day as it has hit dice. ESP. and most famously with its breath weapon. a doppleganger strikes with its powerful fists. the parents receive a Morale of 12 in combat since they are protecting their young. The flesh is pale and hairless. A dragon attacks with its powerful claws and bite. a table is provided following the description of each dragon type.MONSTERS Djinn may assume the form of a whirlwind at will. and infiltrate humanoid society. more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies). They may be trained for war. For this reason.

Dragon Breath for half damage. The breath weapon may be projected in any direction around the dragon. Each type has a given chance of “talking. shaping nooks and mounds to fit their bodies. Due to their serpentine necks. It’s pleasing to look at. Such stories are usually exaggerations. Line Shaped: The breath weapon is 5' wide and extends the given length in a straight line. a dragon learns to shape its breath weapon into one of the other shapes (GM's option). the odds that a dragon can cast spells are the same as the odds that a dragon will learn to speak to lesser creatures. at the seventh age category (+3 hit dice). while one of the next to lowest age category would have perhaps a tenth that amount (hatchlings have no treasure). If players care to try. the Treasure Type given is for a lair of average numbers. Note also that mated pairs do not share treasure! Rather than adjusting the treasure amounts for the number of monsters. the length figure given for the dragon type and age is ignored). adjust for the age of the dragon. jewels. For dragons. there is no such thing as enough treasure. even behind.” this is the chance that the dragon will know Common or a demi-human or humanoid language. Cloud Shaped: The breath weapon covers an area up to the maximum given width (based on the dragon type and age) in both length and width (that is. MONSTERS Although goals and ideals vary among varieties. it extends up to the maximum length (based on the dragon type and age) and is the maximum width at that point (again. venturing out of their lairs only to patrol the immediate area or to get food.BASIC FANTASY RPG The breath may be used no more often than every other round. and is about 2' wide at that point. which that type of dragon can use from the second age category (-2 hit dice) onward. Dragons like to make beds of their hoards. The tail swipe attack may only be used if there are opponents behind the dragon. Victims may make a save vs. Many who talk choose to learn Elvish. while the claws may be used only on those opponents in front of the creature. all dragons are covetous. Some dragons learn to cast spells. The shapes are: Cone Shaped: The breath weapon begins at the dragon's mouth. even behind them. Tales are told of the adventurers who subdued various dragons. A cloud-shaped breath weapon is. a dragon of the highest age category would have about double the given amount. and the dragon may use its claws and tail at the same time. the dragon is competent at producing all three shapes. Those with large hoards are loath to leave them for long. Each variety has a “normal” shape. dragons may bite in any direction. the dragon may in fact seem to give up and become docile. with each additional roll adding another language which the dragon may speak. If the first roll for “talking” is successful. for dragons. Upon reaching the sixth age category (+2 hit dice). collecting mounds of coins and gathering as many gems. As soon as it recovers 69 . the Treasure Type is for a single individual of average age. Note that. and magic items as possible. a 7 hit die dragon does 7d8 points of damage with its breath). as given for the dragon's type and age). They like to hoard wealth. All dragons save for those of the lowest age category are able to speak Dragon. There are three shapes (or areas of effect) which a dragon's breath weapon can cover. the GM may roll again. 20' deep or high. and they bask in its radiance. at most. but each is rolled for separately. for most monsters. The breath weapon of a dragon does 1d8 points of damage per hit die (so. for the same reason that the dragon can bite those behind it.

Black dragons often choose to hide underwater. trees and leafy canopies limit their aerial maneuverability. and hide in a deep pond or bog. Wild 1. A black dragon may hold its breath up to three turns while lying in wait underwater. of Attacks: Damage: Movement: No. Out of pride. retrieve its treasure. Appearing: Save As: Morale: Treasure Type: XP: 18 7** 2 claws/1 bite or breath/1 tail 1d6/1d6/2d10 or breath/1d6 30' Fly 80' (15') 1. Black dragons are immune to all forms of acid. Blue dragons are evil monsters. Appearing: Save As: Morale: Treasure Type: XP: 20 9** (+8) 2 claws/1 bite or breath/1 tail 1d8/1d8/3d8 or breath/1d8 30' Fly 80' (15') 1. usually one member of a party attacked by a blue dragon will be left alive for a while. a dragon will never seek assistance from its own kind in this case. BASIC FANTASY RPG Dragon. Blue Dragon Age Table Age Category 1 2 Hit Dice 6 7 Attack Bonus +6 +7 Breath Weapon Length 80' Width 30' Chance/Talking 0% 15% Spells by Level Level 1 1 Level 2 Level 3 Level 4 Claw 1d4 1d4 Bite 2d6 3d6 Tail 1d4 1d6 3 4 5 6 7 8 9 10 11 12 +8 +8 +9 +9 +10 Lightning (Line) 90' 100' 100' 110' 120' 35' 45' 50' 55' 60' 20% 40% 50% 60% 70% 2 1 1d6 3d8 1d6 4 2 1d8 3d8 1d8 4 3 1 1d8 3d8 1d8 4 5 4 4 2 2 1 1d8 1d10 3d8 3d10 1d8 1d8 70 . breed and collect valuable items. Lair 1d4 Fighter: 7 (as Hit Dice) 8 H 800 Black dragons prefer to ambush their targets. Blue dragons are immune to normal lightning. where they also store their treasure. Wild 1. waiting until opponents come within 100 feet to spring out and attack (surprising on a roll of 1-4 on 1d6 in this case). a black dragon attempts to fly out of sight. Blue Armor Class: Hit Dice: No. and leap up suddenly when prey comes within 100' (surprising on a roll of 1-4 on 1d6 in this case). Some nearly match the color of the desert sky and use this coloration to their advantage. Lair 1d4 Fighter: 9 (as Hit Dice) 9 H 1. Black dragons are more cruel than white dragons. leaving only part of the head above the waterline. However. Black Dragon Age Category Hit Dice Attack Bonus Breath Weapon Length Width Chance/Talking Spells by Level Level 1 Level 2 Level 3 Claw Bite Tail Age Table 1 2 3 4 5 6 7 4 5 6 7 8 9 10 +4 +5 +6 +7 +8 +8 +9 Acid (Line) 70' 80' 90' 95' 100' 100' 25' 30' 30' 35' 40' 45' 0% 15% 20% 25% 35% 50% 60% 1 2 4 4 4 4 1 2 3 1 2 1d4 1d4 1d6 1d6 1d6 1d8 1d8 2d4 2d6 2d8 2d10 2d10 2d10 2d12 1d4 1d4 1d4 1d6 1d6 1d8 1d8 Blue dragons love to soar in the hot desert air. though not so fierce as red dragons. especially sapphires. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. they try to stay in the water or on the ground. usually flying in the daytime when temperatures are highest. Black Armor Class: Hit Dice: No. they are most fond of gems.225 Dragon. so as not to leave tracks. They particularly enjoy tricking intelligent prey into entering their lairs or passing by their hiding places to be ambushed and killed. but are still motivated mostly by the urge to live. of Attacks: Damage: Movement: No. and suffer only half damage from magical lightning. Blue dragons lair in vast underground caverns. and possibly seek revenge. but might “use” humanoids or other monsters to attack the party. using their surroundings as cover.MONSTERS from the mistreatment. Although they collect anything that looks valuable. When outmatched. When fighting in heavily forested swamps and marshes. and the dragon will play with that person as a cat plays with a mouse. they often burrow into the sand so only part of their heads are exposed. the dragon will try to find a way to escape the player characters.

Lair 1d4 Fighter: 8 (as Hit Dice) 8 H 1. and if there is treasure nearby. Gold Armor Class: Hit Dice: No. picking on creatures of any size. of Attacks: Damage: Movement: No. Adventurers may be allowed to live so long as they remain interesting… but woe to them when the dragon becomes bored. of Attacks: Damage: Movement: No. gold dragons are not cruel and do not seek to kill for pleasure. They suffer only half damage from magical fire. If the target is intriguing or seems formidable. Among their favorites are cloudkill. Appearing: Save As: Morale: Treasure Type: XP: 19 8** 2 claws/1 bite or breath/1 tail 1d6/1d6/3d8 or breath/1d6 30' Fly 80' (15') 1.BASIC FANTASY RPG MONSTERS Dragon. Wild 1. sleep. Green Armor Class: Hit Dice: No.015 Gold dragons usually parley before fighting. Unlike many other dragons. but performed at will). however. They are. Green dragons are immune to all poisons. Gold dragons are immune to all poisons. Appearing: Save As: Morale: Treasure Type: XP: 22 11** (+9) 2 claws/1 bite or breath/1 tail 2d4/2d4/6d6 or breath/2d4 30' Fly 80' (20') 1.765 Dragon. as well as normal fire. Those having spellcasting ability make heavy use of spells in combat. Gold Dragon Age Table Age Category 1 2 Hit Dice 8 9 Attack Bonus +8 +8 Breath Weapon Fire Length 70' Width 30' Chance/Talking 0% 35% Spells by Level Level 1 1 Level 2 Level 3 Level 4 Level 5 Level 6 Claw 1d6 1d6 Bite 3d6 4d6 Tail 1d4 1d6 3 4 5 6 10 11 12 13 +9 +9 +10 +11 or Poison Gas (Cone) 80' 90' 95' 100' 35' 45' 50' 55' 70% 85% 90% 95% 2 1 1d6 5d6 1d6 3 2 1 2d4 6d6 2d4 4 3 2 1 2d4 6d6 2d6 5 4 3 2 1 2d6 7d6 2d6 7 14 +11 110' 60' 95% 6 5 4 3 2 1 2d8 7d6 2d8 Green dragons initiate fights with little or no provocation. Lair 1d4 Fighter: 11 (as Hit Dice) 10 H 1. and slow . Green Dragon Age Category Hit Dice Attack Bonus Breath Weapon Length Width Chance/Talking Spells by Level Level 1 Level 2 Level 3 Level 4 Claw Bite Tail Age Table 1 2 3 5 6 7 +5 +6 +7 Poison 70' 80' 25' 30' 0% 15% 20% 1d4 2d4 1d4 1 1d6 3d4 1d4 2 1 1d6 3d6 1d6 4 5 6 7 8 9 10 11 +8 +8 +9 +9 Gas (Cloud) 90' 95' 100' 100' 40' 45' 50' 55' 30% 45% 55% 65% 3 2 1d6 3d8 1d6 3 3 1 1d6 3d8 1d6 4 4 3 4 2 3 1 1d8 1d10 3d8 3d10 1d8 1d8 71 . the dragon makes its presence known quickly – it enjoys evoking terror. Many tales are told of gold dragons offering assistance to adventurers. All gold dragons have the power to assume human form at will (in a manner equivalent to the spell polymorph self . Wild 1. Green dragons especially like to question adventurers to learn more about their society and abilities. every bit as avaricious as any dragon. If the target appears weak. the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. what is going on in the countryside. adventurers in need of gold need not bother asking for a loan.

of Attacks: Damage: Movement: No. so as not to destroy any treasure they might be carrying. Red Dragon Age Table Age Category 1 2 Hit Dice 7 8 Attack Bonus +7 +8 Breath Weapon Length 70' Width 30' Chance/Talking 0% 15% Spells by Level Level 1 1 Level 2 Level 3 Level 4 Level 5 Claw 1d4 1d6 Bite 2d6 3d6 Tail 1d4 1d6 3 4 5 9 10 11 +8 +9 +9 Fire (Cone) 80' 90' 95' 35' 45' 50' 30% 50% 60% 2 1 1d8 4d6 1d6 3 2 1 1d8 4d8 1d8 6 12 +10 7 13 +11 Though they live in the water and are somewhat adapted to it. similar to dolphins or whales. Appearing: Save As: Morale: Treasure Type: XP: 21 10** (+9) 2 claws/1 bite or breath/1 tail 1d8/1d8/4d8 or breath/1d8 30' Fly 80' (20') 1. Lair 1d4 Fighter: 8 (as Hit Dice) 8 H 1.015 Because red dragons are so confident. they seldom pause to appraise an adversary. A Sea Dragon may hold its breath up to three turns while swimming or performing other moderate activity. kill and consume intelligent creatures. torment. Red dragons are cruel monsters. A red dragon lands to attack small. Sea dragons are neutral in outlook. Sea Dragons still must breathe air. of Attacks: Damage: Movement: No. Red dragons are immune to normal fire. Wild 1. actively seeking to hunt. Red Armor Class: Hit Dice: No. similar to white dragons.480 Dragon. Sea Armor Class: Hit Dice: No.MONSTERS BASIC FANTASY RPG Dragon. On spotting a target. They are often said to prefer women and elves. but in truth a red dragon will attack almost any creature less powerful than itself. Lair 1d4 Fighter: 10 (as Hit Dice) 8 H 1. They often maintain lairs in air-filled undersea caverns. they make a snap decision whether to attack. Wild 1. and suffer only half damage from magical fire. using one of many strategies worked out ahead of time. Appearing: Save As: Morale: Treasure Type: XP: 19 8** 1 bite or breath 3d8 or breath/1d6 Fly 60' (20') Swim 60' (15') 1. weak creatures with its claws and bite rather than obliterating them with its breath weapon. Sea Dragon Age Table Age Category 1 2 Hit Dice 5 6 Attack Bonus +5 +6 Breath Weapon Length 70' Width 25' Chance/Talking 0% 15% Spells by Level Level 1 1 Level 2 Level 3 Claw 1d4 1d6 Bite 2d4 3d4 Tail 1d4 1d4 3 4 5 6 7 7 8 9 10 11 +7 +8 +8 +9 +9 Steam (Cloud) 80' 90' 95' 100' 100' 30' 40' 45' 50' 55' 20% 30% 45% 55% 65% 2 1 1d6 3d6 1d4 3 2 1d6 3d8 1d6 3 3 1d6 3d8 1d6 4 4 3 4 1 2 1d8 1d10 3d8 3d10 1d6 1d6 100' 110' 55' 60' 70% 85% 4 5 5 3 4 5 2 2 3 1 2 2 1 2 1d8 1d10 1d10 5d8 5d8 6d8 1d8 1d8 1d10 72 .

flecked with golden highlights. swooping down from aloft or bursting from beneath water. Appearing: Save As: Morale: Treasure Type: XP: 17 6** 2 claws/1 bite or breath/1 tail 1d4/1d4/2d8 or breath/1d4 30' Fly 80' (10') 1. and take only half damage from magical cold or ice. Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal. Lair 1d4 Fighter: 6 (as Hit Dice) 8 H 610 Dragon Turtle Armor Class: Hit Dice: No. however. tail. or ice. whether in the highest mountains or in the cold northern lands. of Attacks: Damage: Movement: No. dragon turtles are immune to virtually all poisons. Appearing: Save As: Morale: Treasure Type: XP: 22 30** 2 claws/1 bite or breath 2d8/2d8/10d6 or 30d8 10' (10') Swim 30' (15') Wild 1 Fighter: 20 at +5 10 H 13. White Dragon Age Category Hit Dice Attack Bonus Breath Weapon Length Width Chance/Talking Spells by Level Level 1 Level 2 Level 3 Claw Bite Tail Age Table 1 2 3 4 5 6 7 3 4 5 6 7 8 9 +3 +4 +5 +6 +7 +8 +8 Cold (Cone) 60' 70' 80' 85' 90' 95' 25' 30' 30' 35' 40' 45' 0% 10% 15% 20% 30% 40% 50% 1d4 2d4 1d4 1 1d4 2d6 1d4 2 1d4 2d6 1d4 3 1d4 2d8 1d4 3 3 3 1 2 3 1 1d4 1d6 1d8 2d8 2d10 2d10 1d4 1d6 1d6 A dragon turtle's rough. They loose their icy breath weapon. deep green shell is much the same color as the deep water the monster favors. The turtle’s legs. though this does not mean that they are stupid by any stretch of the imagination. They are occasionally mistaken for rocky outcroppings or even small islands. White dragons prefer sudden assaults. they do advance through the same sort of age categories as the true dragons do.BASIC FANTASY RPG MONSTERS Dragon. they kill to live. They are motivated completely by a drive to live. and the silver highlights that line the shell resemble light dancing on open water. Due to their massive size. and head are a lighter green. White Armor Class: Hit Dice: No. Dragon Turtle Age Category Hit Dice Attack Bonus Breath Weapon Length Width Chance/Talking Spells by Level Level 1 Level 2 Claw Bite Age Table 1 2 3 4 5 15 20 25 30 35 +11 +13 +14 +15 +16 Steam (Cloud) 50' 75' 100' 125' 25' 50' 75' 100' 0% 15% 20% 30% 45% 1d6 4d6 2d4 6d6 6 40 +16 7 45 +16 150' 175' 125' 150' 55% 65% 1 2 2 3 3 1 2 2 3 2d6 2d8 2d10 2d12 3d10 8d6 10d6 12d6 14d6 16d6 73 . then try to knock out a single opponent with a follow-up attack. and (of course) to accumulate treasure. Though they are not true dragons. They are the least intelligent of dragons. Wild 1. not for pleasure. snow. to reproduce. of Attacks: Damage: Movement: No. each age category changes the dragon turtle's Hit Dice by 5. White dragons are immune to normal cold. An adult dragon turtle can measure from 100 to 200 feet from snout to tail.650 White Dragons prefer to live in cold regions.

A dryad’s oak does not radiate magic. and dies when the tree dies. each is mystically bound to a single. of Attacks: Damage: Movement: No. Shy. An efreeti in its natural form stands about 12 feet tall and weighs about 2. It weighs about 500 pounds. A typical giant eagle stands about 10 feet tall. 74 . and resolute.390 The efreet (singular efreeti) are humanoid creatures from the Elemental Plane of Fire. Any who do become ill and die within 4d6 hours. has a wingspan of up to 20 feet. Appearing: Save As: Morale: Treasure Type: XP: 15 4 2 claws/1 bite 1d6x2/1d8 10' fly 90' 2d6 Fighter: 4 7 Nil 240 Dryads are female nature spirits. A giant eagle typically attacks from a great height. and her hair is like a canopy of leaves that changes color with the seasons. Giant Armor Class: Hit Dice: No. When it cannot dive. attempting to gain control of the attacker(s) who could help the most against the rest. Appearing: Save As: Morale: Treasure Type: XP: 21 ‡ 10* (+9) 1 2d8 or special 30' Fly 80' (10') 1 Fighter: 15 12 (9) None 1. Efreet are malicious by nature. likewise. it uses its powerful talons and slashing beak to strike at its target’s head and eyes. if the dryad is killed. a dryad can charm (as the spell charm person).they avoid physical combat and are rarely seen unless they wish to be. A dryad lives as long as her tree. Many giant eagles are intelligent creatures and speak Common. and fights to the death to defend their nest or hatchlings. though her flesh is like bark or fine wood. of Attacks: Damage: Movement: No. up to seven dryads have been encountered in one place on rare occasions. and resembles its smaller cousins in nearly every way except size. enormous oak tree and must never stray more than 300 yards from it. however. Efreeti* Armor Class: Hit Dice: No. A mated pair attacks in concert. A dryad’s delicate features are much like a female elf's. befuddle. her tree dies also. Although they are generally solitary. Appearing: Save As: Morale: Treasure Type: XP: 15 2* special 0 40' Lair 1d6 Magic-User: 4 6 D 100 Eagle. of Attacks: Damage: Movement: No. They love to mislead. Any attack on her tree. They do this for enjoyment as much as for tactical reasons. A solitary giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. dryads are as elusive as they are alluring -. making repeated diving attacks to drive away intruders. diving earthward at tremendous speed. If threatened. or in need of an ally.MONSTERS BASIC FANTASY RPG Dryad Armor Class: Hit Dice: No. intelligent. and confuse their foes.000 pounds. provokes the dryad into a frenzied defense.

Elemental. elementals cannot be harmed by non-magical weapons. MONSTERS Due to their highly magical nature. with unlimited uses. Appearing: Save As: Morale: Treasure Type: XP: Device Spell 20 ‡ 22 ‡ 12* (+10) 16* (+12) -. up to one hour per day. once per round. Efreet have a number of magical powers. thus receiving one attack per round at the listed damage. Use the “9” figure to determine whether an outmatched efreeti decides to leave a combat.special -Fighter: 8 Fighter: 12 Fighter: 16 -. with unlimited uses per day. which can be used at will (that is. of Attacks: Damage: Movement: No. Creatures of 3 or more levels or hit Elemental* Elementals are incarnations of the elements that compose existence. and suffer only half damage from magical fire attacks. and ignites flammable material just as any ordinary flame does.10 --. as the potion. For each elemental type. and throw it as well if desired. They are immune to normal fire. if the latter attack is used. An air elemental may choose either to attack a single opponent. as the spell phantasmal force but including sound as well as visual elements. Death Ray or fall prone. Efreet may assume the form of a column of fire at will. create illusions. or of a device.” that is. with no limit as to the number of times per day this power may be used. becoming as large as a torchflame or as small as a candle. Air* Armor Class: Hit Dice: No. assume gaseous form.special -1d12 2d8 3d6 -. but they are much more powerful. Air elementals take double damage when attacked by earth-based attacks (including by earth elementals). three times per day. separate statistics are provided for each of these three categories. but does not indicate that the creature will throw its life away easily. Create flame allows the efreet to cause a flame to appear in its hand or otherwise on its person at will. Due to their highly magical nature. causing 1d8 points of damage on a successful hit. all creatures of 2 hit dice or less must save vs.385 Staff 18 ‡ 8* Air elementals resemble “dust devils. efreet cannot be harmed by non-magical weapons.None -945 1. It is possible to summon an elemental by one of three means: By the use of a staff. an efreeti in flame-form fights as if it were a fire elemental. it behaves as desired by the efreet. The efreet can create another flame. small whirlwinds.Fly 120' --. 75 . or by casting a spell. The flame can be thrown as a weapon with a range of up to 60'. and create a wall of fire (as the spell). create flame. without needing magic words or gestures): become invisible . or may choose to knock all opponents in a 5' radius to the ground. once per day.975 3.BASIC FANTASY RPG Note that the 12 morale reflects an efreeti's absolute control over its own fear.

385 Staff 18 ‡ 8* 1 1d12 Elemental. of Attacks: Damage: Movement: No. Remember that a fire elemental is constantly burning.None -945 1. headless humanoid statues.10 --.special -Fighter: 8 Fighter: 12 Fighter: 16 -. of Attacks: Damage: Movement: No. Fire* Armor Class: Hit Dice: No. BASIC FANTASY RPG Elemental. Appearing: Save As: Morale: Treasure Type: XP: Device Spell 20 ‡ 22 ‡ 12* (+10) 16* (+12) 1 1 2d8 3d6 -. or structures which rest on the ground. Earth* Armor Class: Hit Dice: No.None -945 1.975 3.MONSTERS dice are not so affected. 76 .385 Staff 18 ‡ 8* 1 1d12 Earth elementals resemble crude.20' (10') --. Earth elementals take double damage when attacked by fire (including fire elementals).10 --. Fire elementals take double damage when attacked by water (including water elementals). They do an additional 1d8 points of damage against creatures. Appearing: Save As: Morale: Treasure Type: XP: Device Spell 20 ‡ 22 ‡ 12* (+10) 16* (+12) 1 1 2d8 3d6 -. such as dry wood. Fire elementals are simply flames. They cannot cross a body of water wider than their own diameter. paper.special -Fighter: 8 Fighter: 12 Fighter: 16 -. vehicles. or oil.40' Fly 30' --. with clublike hands and feet. Air elementals do an additional 1d8 points of damage against creatures or vehicles which are airborne. They cannot cross a body of water wider than their own height.975 3. They do an additional 1d8 points of damage against creatures which are cold or icy in nature. No specific rules are given for such fires. such a creature may easily start fires if it moves into an area containing items which burn easily. which may appear generally humanoid for brief moments when they attack. but the GM is directed to the rules for burning oil for an example of fire damage.

Appearing: Save As: Morale: Treasure Type: XP: Staff Device Spell 18 ‡ 20 ‡ 22 ‡ 8* 12* (+10) 16* (+12) 1 1 1 1d12 2d8 3d6 -. Fish. Huge barracudas are about 12' long.special -Fighter: 8 Fighter: 12 Fighter: 16 -. They take double damage when attacked with air or wind attacks (including air elementals). They have elongated bodies. barracudas are themselves capable of surprising on 1-3 on 1d6 and gain a +2 bonus to Initiative. Giant Barracuda Armor Class: Hit Dice: No.975 3. This entry describes an African elephant. Their bodies are covered with smooth scales. vehicles.075 Barracuda are predatory fish found in salt water. Indian elephants are slightly smaller and weaker. Appearing: Save As: Morale: Treasure Type: XP: Huge 16 5 1 bite 2d6 Swim 60' Wild 2d4 Fighter: 5 8 None 360 Giant 15 9 (+8) 1 bite 2d8+1 Swim 60' (10') Wild 1 Fighter: 9 10 None 1.None -945 1. or structures which are in the water. A water elemental cannot move more than 60' from a body of water. elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden. Appearing: Save As: Morale: Treasure Type: XP: 18 9 (+8)* 2 tusks or 1 trample 2d4/2d4 or 4d8 40' (15') Wild 1d20 Fighter: 9 8 special 1. only to reform the next round. of Attacks: Damage: Movement: No. but more readily trained.385 Armor Class: Hit Dice: No. gray or silver in color. of Attacks: Damage: Movement: No. Water* Armor Class: Hit Dice: No. Due to the quickness of their attack.BASIC FANTASY RPG MONSTERS Elephant Elemental.20' (15') Swim 60' --. pointed heads and prominent jaws. while giant specimens can exceed 20'. An elephant has no treasure as such. They have extremely keen eyesight and are surprised only on a 1 on 1d6.075 Water elementals resemble roiling waves of water. 77 . of Attacks: Damage: Movement: No. Massive herbivores of tropical lands. but the tusks of an elephant are worth 1d8 x 100 gp.10 --. which seem to fall upon any creature attacked. They do an extra 1d8 points of damage against creatures. typically blue.

down to a maximum penalty of -5 as well as adding 6 rounds to the duration of the poison effect. of Attacks: Damage: Movement: No. 78 . and once they smell or taste blood in the water. their morale rises to the parenthesized figure. as they are not adapted for salt water. further poisonings will increase this penalty by -1 each. nor use both fins on one victim. Giant Catfish Armor Class: Hit Dice: No. Swallowed characters can attack only with daggers or similar short weapons. a giant catfish cannot target more than one of its attacks on any single creature. Giant piranha average 5' in length at adulthood. Wild 2d6 Fighter: 2 8 None 75 Fish. Note that each giant bass can swallow at most one character. marked with dark lateral stripes. They are generally found in lakes or rivers. that is. Giant flies are predators. Some are banded yellow and black. Appearing: Save As: Morale: Treasure Type: XP: 16 8 1 bite/2 fins 2d8/1d4+poison/1d4+poison Swim 30' (10') Wild 1d2 Fighter: 8 8 None 875 Giant flies look much like ordinary houseflies. and on a natural attack roll of 20 a giant bass will swallow whole a dwarfsized or smaller creature. Most are greenish-grey. and a giant bass which has swallowed a character will attempt to retreat (having achieved its goal). Giant catfish fins are edged with a natural poison that causes a painful burning sensation for 3d10 rounds if a save vs. Giant Bass Armor Class: Hit Dice: No. and after killing prey. Fly. they will often lay eggs in the remains since their larva can only eat dead flesh. Appearing: Save As: Morale: Treasure Type: XP: 14 2 1 bite 1d8 30' Fly 60' 1d6. Both kinds are attracted to shiny objects. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 15 4 1 bite 1d8 Swim 50' Wild 2d4 Fighter: 4 7 (11) None 240 Giant bass are generally between 10' and 25' long. Fish. They are able to sense blood in the water just as sharks do. and are thus mistaken for giant bees. of Attacks: Damage: Movement: No. it cannot bite and fin the same opponent. Appearing: Save As: Morale: Treasure Type: XP: 13 2 1 bite 1d6 Swim 40' (10') Wild 1d6 Fighter: 2 8 None 75 Fish. BASIC FANTASY RPG Because of their large size (15 to 20 feet long) and body design.MONSTERS Giant barracudas always appear singly and are 50% likely to break off the attack after 1d4 rounds if they haven't killed their prey. Giant bass are predatory. Giant Armor Class: Hit Dice: No. which then takes 2d4 damage per round until it is dead. Poison is failed. and are aggressive carnivores. of Attacks: Damage: Movement: No. Giant Piranha Armor Class: Hit Dice: No. but are about 3' long. though some are almost completely black. The pain causes the affected character or creature to suffer a -1 penalty on all attack rolls and saving throws.

On a natural 20 attack roll. taking 1d6 damage per round thereafter. Appearing: Save As: Morale: Treasure Type: XP: 13 2 1 tongue or 1 bite grab or 1d4+1 30' Swim 30' 1d4. but will normally only attack creatures smaller than themselves. however. Wild 2d4. Inorganic material remains trapped and visible inside the cube’s body. of Attacks: Damage: Movement: No. Giant) Armor Class: Hit Dice: No. but usually engulfs foes. inflicting pain on other creatures for the sole purpose of enjoyment. on every subsequent round.BASIC FANTASY RPG MONSTERS Frog. They are cruel monsters. A giant frog can stretch its tongue out up to 15' and drag up to dwarf-sized prey to its mouth. the victim is swallowed whole. Due to their highly-magical nature. The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors. most resemble bullfrogs in appearance. the victim is hit automatically. absorbing carrion. but an adult giant frog is 3' long and weighs about 250 pounds. water. for they can perch indefinitely without moving and use this disguise to surprise their foes. Wild 1d4 Fighter: 2 6 None 75 Gelatinous Cube Armor Class: Hit Dice: No. Each giant frog can swallow only one such victim. however. Any treasure indicated will be visible inside the creature. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No. Giant (and Toad. Lair 2d4 Fighter: 6 11 C 320 Gargoyles often appear to be winged stone statues. Appearing: Save As: Morale: Treasure Type: XP: 12 4* 1 2d4 + paralysis 20' 1 Fighter: 2 12 V 280 Giant frogs are enlarged versions of the common frog. and trash. they are often found in “drier” areas as they do not have to maintain a wet skin surface. which must be slain if the treasure is to be recovered. A typical gelatinous cube is ten feet on a side and weighs about 15. They are predators. It is capable of lashing out with a pseudopod. smaller specimens have been reported. Appearing: Save As: Morale: Treasure Type: XP: 15 ‡ 4** 2 claws/1 bite/1 horn 1d4/1d4/1d6/1d4 30' Fly 50' (15') 1d6. creatures. Giant toads are statistically just like giant frogs. or air. they cannot be harmed by nonmagical weapons.000 pounds. 79 . Gargoyles require no food. Gargoyle* Armor Class: Hit Dice: No. A gelatinous cube attacks by slamming its body into its prey.

A neutralize poison spell removes the effect from a sickened creature. A ghost can blast living beings with a glance. at a range of up to 30 feet. Appearing: Save As: Morale: Treasure Type: XP: 15 2** 2 claws/1 bite 1d4/1d4/1d4 + paralysis + stench 30' 1d4 Wild/Lair 1d8 Fighter: 2 9 B 125 Ghost Armor Class: Hit Dice: No. he or she dies permanently and can not be raised (but still may be reincarnated ). of Attacks: Damage: Movement: No. Encountering a ghost is so terrible that the creature will age 10 years and must save vs.MONSTERS BASIC FANTASY RPG Ghast Armor Class: Hit Dice: No. Ghasts try to attack with surprise whenever possible. spells or be paralyzed for 2d4 rounds. This ability is similar to a magic jar spell (caster level 10th). Elves can ignore the first 200 years of aging. ghosts may be hit only by magical weapons. Because they are incorporeal. cannot rest easily in their graves. Death Ray. Creatures that meet the ghost’s gaze must succeed on a save vs. If the save fails. they are able to surprise opponents on 1-3 on 1d6. the ghost must move into the target’s space. Lost Constitution can be regained at a rate of one point per casting of restoration. a ghost can merge its body with that of another creature. Otherwise. it must wait one turn before using it again. but in some cases the spiritual form is somewhat altered. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 20* 10 (+9) 1 touch/1 gaze 1d6 + special 30' 1 Fighter: 10 10 E. Each time a humanoid is bitten. A ghost greatly resembles its corporeal form in life. Those hit by a ghast’s bite or claw attack must save vs. when these methods are employed. nothing else (except a wish) can restore Constitution lost to a ghost. Humanoids bitten by ghasts may be infected with ghoul fever. spells. Paralyzation or be paralyzed for 2d8 turns. Elves are immune to this paralysis. When a ghost uses this power. each 10 years of aging will cause the character to permanently lose 1 point of Constitution. the target can resist the attack with a successful save vs. The stink of death and corruption surrounding these creatures is overwhelming. A humanoid who becomes a ghast in this way retains none of the abilities it possessed in life. Once per round. The afflicted humanoid is allowed to save vs. N. Ghosts are the spectral remnants of intelligent beings who. If a character's Constitution falls to 0. A creature that successfully saves is immune to that same ghost’s magic jar attack for 24 hours. charm and hold magics. the ghost enters the target's body and controls it. striking from behind tombstones and bursting from shallow graves. spells or flee for 2d6 rounds. they are far more deadly and cunning. 80 . A ghost can use telekinesis (as per the 5th level Magic-User spell) as if a 10th level Magic-User. if the save is failed. Living creatures within 10 feet must succeed on a save vs. and the ghost cannot enter the target’s space. Poison or be sickened for 2d6 rounds (-2 to attack rolls). An afflicted humanoid who dies of ghoul fever rises as a ghast at the next midnight. It is not under the control of any other ghouls. the humanoid dies within a day. the ghoul. dwarves the first 50 and halflings the first 20. To use this ability. but it hungers for the flesh of the living and behaves like a normal ghast in all respects. Like all undead. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. for one reason or another. A ghost that hits a living target with its touch attack deals 1d6 points of damage and ages the victim 1d4x10 years while healing itself of 5 points of damage. O 5. there is a 10% chance of the infection being passed. they may be Turned by Clerics as a ghoul and are immune to sleep. however. except that it does not require a receptacle.500 Although these creatures look just like their lesser kin.

the humanoid dies within a day. they may be Turned by Clerics and are immune to sleep. Wild 2d8. Death Ray. of Attacks: Damage: Movement: No.BASIC FANTASY RPG MONSTERS An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. disgusting carrion-eaters. Cloud giants’ skin ranges in color from milky white to light sky blue. of Attacks: Damage: Movement: No. Ghoul Armor Class: Hit Dice: No. Females are slightly shorter and lighter. Appearing: Save As: Morale: Treasure Type: XP: 19 (13) 12+3* (+10) 1 giant weapon or 1 thrown rock 6d6 or 3d6 20' Unarmored 40' (10') 1d2. Lair 1d3 Fighter: 12 10 E plus 1d12x1000 gp 1. and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5. if the save is failed. Lair 2d8 Fighter: 2 9 B 100 Giant. Ghouls try to attack with surprise whenever possible. The afflicted humanoid is allowed to save vs. Wild 1d3. Elves are immune to this paralysis. Each time a humanoid is bitten. but are more than willing to kill for food. there is a 5% chance of the infection being passed.000 pounds. they are able to surprise opponents on 1-3 on 1d6. Cloud Armor Class: Hit Dice: No. Humanoids bitten by ghouls may be infected with ghoul fever. Cloud giants can live to be 400 years old. 81 . They are vile.975 Ghouls are undead monsters which eat the flesh of dead humanoids to survive. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. Those slain by ghouls will generally be stored until they begin to rot before the ghouls will actually eat them. charm and hold magics. They have hair of silvery white or brass. It is not under the control of any other ghouls. striking from behind tombstones and bursting from shallow graves. Those hit by a ghoul’s bite or claw attack must save vs. Paralyzation or be paralyzed for 2d8 turns. Like all undead. Appearing: Save As: Morale: Treasure Type: XP: 14 2* 2 claws/1 bite 1d4/1d4/1d4. when these methods are employed. all plus paralysis 30' 1d6.

Once per year. preferring instead to demand tribute from humans. unwashed and unrepaired. Giant. intricately engraved plate mail. but cloud giants do not usually prey upon them. To many. They prefer to fight from a position above their opponents. orange. but they aim poorly and thus suffer an attack penalty of -2. Cyclops Armor Class: Hit Dice: No. and weighs about 3. They also appreciate music. and even dress in the same “style. using carefully developed battle plans. and most can play one or more instruments (the harp is a favorite). Appearing: Save As: Morale: Treasure Type: XP: 17 (13) 11+2* (+9) 1 giant weapon or 1 thrown rock 5d6 or 3d6 20' Unarmored 40' (10') 1d2. Huge and brutish. Lair 1d4 Fighter: 13 9 E plus 1d8x1000 gp 2. appearance indicates station: The better the clothes and the finer the jewelry. Females are slightly shorter and lighter. Lair 1d3 Fighter: 11 9 E plus 1d10x1000 gp 1. cloud giants wear finely crafted.MONSTERS Cloud giants dress in the finest clothing available and wear jewelry. Warriors wear helmets and half-plate armor of blackened steel. of Attacks: Damage: Movement: No. has a chest that measures 9 feet around. Cloud giants fight in well-organized units. or humanoids living nearby. or black. demi-humans. A favorite tactic is to circle the enemies. Wild 1d3. Fire giants can live to be 350 years old.670 Giant. A cyclops can throw a large rock up to 200' for 3d6 points of damage. Appearing: Save As: Morale: Treasure Type: XP: 15 (13) 13* (+10) 1 giant club or 1 rock (thrown) 3d10 or 3d6 20' Unarmored 30' 1. yellow. 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). Like most giants. Cloud giants can throw large stones up to 200' for 3d6 points of damage each. In battle. they are suspicious of the smaller races. 82 . A cyclops is a one-eyed giant.200 pounds. Wild 1d4.285 An adult male fire giant is 14 feet tall. Fire giants wear sturdy cloth or leather garments colored red. of Attacks: Damage: Movement: No. a cyclops can cast the spell bestow curse (the reverse of the spell remove curse). BASIC FANTASY RPG They are reclusive and unfriendly to almost all of the smaller races. Fire Armor Class: Hit Dice: No.” layers of crudely prepared hides with the fur left on. barraging them with rocks while the giants with magical abilities confound them with spells. they most resemble hill giants. Also. the more important the wearer.

Appearing: Save As: Morale: Treasure Type: XP: 17 (13) 10+1* (+9) 1 giant weapon or 1 thrown rock 4d6 or 3d6 20' Unarmored 40' (10') 1d2. Giant. MONSTERS Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers. hill giants deal 2d8 damage.800 pounds. They wear layers of crudely prepared hides with the fur left on. Frost giants dress in skins and pelts. adult hill giants stand between ten and twelve feet in height and weigh about 1. Females are slightly shorter and lighter. Frost giants can live to be 250 years old. Lair 1d4 Fighter: 10 9 E plus 1d10x1000 gp 1. They seldom wash or repair their garments. with eyes the same color. frost giants will parley or withdraw if possible. cunning. of Attacks: Damage: Movement: No. but otherwise identical with males. though they sometimes subjugate nearby humanoid races to act as their servants.100 pounds. Fire giants are immune to all fire-based attacks.BASIC FANTASY RPG Fire giants are unfriendly to almost all other human. Hill giants are brutish and aggressive. Frost Armor Class: Hit Dice: No. and humanoid races. A fire giant can throw large stones up to 200' for 3d6 damage. demi-human. and its eyes usually match its hair color. first and foremost. They are sometimes found leading groups 83 . Their hair is brown or black. A frost giant can throw large stones up to 200' for 3d6 damage. Hill Armor Class: Hit Dice: No. Lair 2d4 Fighter: 8 8 E plus 1d8x1000 gp 875 Frost giants have pale. Skin color among hill giants ranges from light tan to deep ruddy brown. If faced with a stronger force. almost white skin. but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. preferring to simply add more hides as their old ones wear out. Appearing: Save As: Morale: Treasure Type: XP: 15 (13) 8 1 2d8 30' Unarmored 40' 1d4. Hill giants can live to be 200 years old. Frost giants are immune to all ice or coldbased attacks. of Attacks: Damage: Movement: No. Wild 1d4. They dislike the smaller races as much as any giant. The smallest of giants. Wild 2d4. Whether attacking with a weapon or st. attacking only if victory seems assured. along with any jewelry they own. A frost giant’s hair can be light blue or dirty yellow. Frost giants are.390 Giant. An adult male is about 15 feet tall and weighs about 2.

Appearing: Save As: Morale: Treasure Type: XP: 17 (15) 9 (+8) 1 stone club or 1 thrown rock 3d6 or 3d6 30' Unarmored 40' 1d2. loose tunic belted at the waist. but they will defend their territory (typically in rocky mountainous terrain) against any who trespass therein. and a headband. Lair 1d3 Fighter: 15 10 E plus 1d20x1000 gp 3. Very rarely. Most storm giants have pale skin and dark hair. a save vs. rings. and tilling their land or gathering food. Adult storm giants are about 21 feet tall and weigh about 12. A stone giant can throw large stones up to 300' for 3d6 damage.MONSTERS of ogres or bugbears. They wear a few pieces of simple but finely crafted jewelry. storm giants have violet skin. of Attacks: Damage: Movement: No. Storm giants prefer to attack first with their lightning bolts (which work just as the spell does. and can be used once per five rounds. Violetskinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. or circlets being most common. sandals or bare feet. Lair 1d6 Fighter: 9 9 E plus 1d8x1000 gp 1. Wild 1d6. composing and playing music.075 Stone giants prefer thick leather garments. They live quiet. dyed in shades of brown and gray to match the stone around them. Storm giants generally dress in short. reflective lives and spend their time musing about the world. They can live to be 600 years old. Spells reduces 84 . Stone giants are reclusive. Storm Armor Class: Hit Dice: No.500 pounds. of Attacks: Damage: Movement: No. wolves as pets. Hill giants often keep dire BASIC FANTASY RPG Giant. Wild 1d3. Stone Armor Class: Hit Dice: No. Stone giants can live to be 800 years old. anklets (favored by barefoot giants).000 pounds. Appearing: Save As: Morale: Treasure Type: XP: 19 (13) 15** (+11) 1 giant weapon or 1 lightning bolt 8d6 or 15d6 30' Unarmored 50' (10') 1. Adults are about 12 feet tall and weigh about 1.100 Giant.

Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. preferring intelligent creatures for food because they scream more. D.BASIC FANTASY RPG damage to half). Appearing: Save As: Morale: Treasure Type: XP: 15 (11) 1 1 1d6 or by weapon 20' Unarmored 40' 1d8. They show little discipline when fighting unless they have a strong leader. and their eyes can be any shade of blue. Wild 5d8. Lair 3d6 Fighter: 2 8 Q. Gnolls are nocturnal. their hair is fair. In the lair. they wear well-crafted and well-cared-for plate mail. and they live about 350 years. A shaman is equivalent to a hardened warrior statistically. They have Darkvision with a 30' range. or dwarves. Most gnolls have dirty yellow or reddish-brown fur. carefully trimmed beards. Lair 5d8 Fighter: 1 (with Dwarf bonuses) 8 D 25 Gnolls are hyena-headed. Unlike most other giants. of Attacks: Damage: Movement: No. Gnomes reach adulthood at about age 40. One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. An adult male gnoll is about 7½ feet tall and weighs 300 pounds. and 1 on 1d6 of a witch or warlock. and has Magic-User abilities of level 1d4. Their skin color ranges from dark tan to woody brown. MONSTERS gnolls never fail a morale check as long as the pack leader is alive. there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In lairs of 12 or greater. Males usually wear short. They are cruel carnivores. In battle. Gnomes generally wear leather or earth tones. 85 . A witch or warlock is equivalent to a regular gnoll. though they decorate their clothes with intricate stitching or fine jewelry. elves. 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6). of Attacks: Damage: Movement: No. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. and in addition has Clerical abilities at level 1d4+1. Gnoll Armor Class: Hit Dice: No. a lair has a chance equal to 1-2 on 1d6 of a shaman being present. K in lair 75 Gnome Armor Class: Hit Dice: No. In addition. and have Darkvision with a 30' range. S each. storm giants have been known to befriend humans. evil humanoids that wander in loose tribes. Appearing: Save As: Morale: Treasure Type: XP: 15 (13) 2 1 weapon 2d4 or by weapon +1 30' Unarmored 40' 1d6. Wild 3d6. Also.

adding a shield. Goblin Armor Class: Hit Dice: No. Being mindless. An adult goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Constructing one involves the employment of mighty magic and elemental forces. In addition. the statistics above are for such. In addition. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). and many know the language of the dwarves. overwhelming odds. one out of every fifteen will be a chieftain of 5-5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and movement of 10' that gains a +1 bonus to damage due to strength. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Golem* Golems are magically created automatons of great power. unless offered a significant amount of treasure. but not hostile. and any other edge they can devise.Wild 6d10. C in lair 10 Goblins are small. and large groups of goblins will often employ them to track and attack their foes. for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11. but has Clerical abilities at level 1d4+1. they have a natural Movement rate of 30' and a natural Armor Class of 11. When forced to interact with other races. One out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). in plate mail and carrying a shield. Its eyes are usually bright and crafty-looking. 86 . The process of creating the golem binds the spirit to the artificial body and subjects it to the will of the golem’s creator. They have Darkvision with a 30' range. Most gnomes encountered outside their home are warriors.MONSTERS Gnomes speak their own language. in communities of 35 or greater. though if attacked it returns the attack. If uncommanded. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1. varying in color from red to yellow. there will be a king of 7 Hit Dice (670 XP). with an Armor Class of 18 (11). wicked humanoids that favor ambushes. and so on). In lairs or settlements of 30 or more goblins. one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11). Gnomish Clerics and Magic-Users are equivalent to regular gnomish warriors statistically. They follow instructions explicitly and are incapable of any strategy or tactics. a golem usually follows its last instruction to the best of its ability. usually all members of a single tribe are about the same color. dirty tricks. Goblins gain a +1 bonus to their morale if they are led by a warrior. a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). Gnomes encountered in the wilderness are likely to be unfriendly. with a movement of 10'. In the lair. and having a +1 bonus to damage. The creator can give the golem a simple command to govern its actions in his or her absence. In their community. Gnomes gain a +1 bonus to their morale if they are led by a sergeant. A goblin’s skin color ranges from yellow through any shade of orange to a deep red. Gnomish. Some goblins ride dire wolves into combat. such gnomes have Morale of 7. BASIC FANTASY RPG Goblins wear clothing of dark leather. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 14 (11) 1-1 1 weapon 1d6 or by weapon 20' Unarmored 30' 2d4 . a gnome will generally be recalcitrant. having a +1 bonus damage due to strength. and 1-2 on 1d6 of a Magic-User of level 1d6. golems generally do nothing without orders from their creators. Both warriors and sergeants commonly wear chainmail. soiled-looking colors. In a lair or other settlement. tending toward drab. there will be a goblin king of 7-7 Hit Dice (670 XP). The statistics given above are for a standard Goblin in leather armor with a shield. A shaman is equivalent to a regular goblin statistically. Most gnomes who travel outside gnome lands (as traders or tinkers) know Common. Lair 6d10 Fighter: 1 7 or see below R each. In gnomish communities. but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone. while warriors in gnome settlements usually learn Goblin. with an Armor Class of 16 (11). The animating force for a golem is an elemental spirit. wearing chainmail and carrying a shield. They tolerate dwarves but dislike most other humanoid races. A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control. gnomes never fail a morale check as long as the king is alive.

he or she must make a save vs. Bone golems are huge four-armed monsters created from the skeletons of at least two dead humanoids. Instead of four onehanded weapons. Though made of bone. Appearing: Save As: Morale: Treasure Type: XP: 21 ‡ 10* (+9) 2 claws/1 bite 2d6/2d6/2d10 60' 1 Fighter: 5 12 None 1. They can only be hit by magical weapons. an amber golem hit by a lightning bolt heals 6 points of damage if the attack would have dealt 20 points of damage. a bone golem can be armed with two twohanded weapons. Amber* Armor Class: Hit Dice: No. 87 . except when otherwise noted. Bone* Armor Class: Hit Dice: No. the excess is ignored. Spells to succeed at this. They are able to detect invisible creatures or objects within 60'. MONSTERS Golem. if within 60 feet. Appearing: Save As: Morale: Treasure Type: XP: 19 ‡ 8* 4 weapons 1d6/1d6/1d6/1d6 or by weapon 40' (10') 1 Fighter: 4 12 None 945 Golem. When a bone golem enters combat. there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. giving 2 attacks per round and a damage figure of 1d10/1d10 or by weapon. can try to regain control by speaking firmly and persuasively to the golem. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No.390 Amber golems are generally built to resemble lions or other great cats. and at least 1 round of time is required for each check. The uncontrolled golem goes on a rampage. A magical attack that deals electricity damage heals 1 point of damage for every 3 full points of damage the attack would otherwise deal. and can track with 95% accuracy through any terrain type. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%. then moving on to spread more destruction. For example. they are not undead and cannot be turned. If the amount of healing would cause the golem to exceed its full normal hit points. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach.BASIC FANTASY RPG Golems have immunity to most magical and supernatural effects. The golem’s creator.

The interior of a bronze golem is molten metal. and at least 1 round of time is required for each check. If one is hit in combat. The uncontrolled golem goes on a rampage. solid foundation. Creatures hit by one in combat suffer an additional 1d10 damage from the heat (unless resistant to heat or fire). When a bronze golem enters combat. The uncontrolled golem goes on a rampage. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach. nor does it have any distinguishable odor. Once a clay golem goes berserk. molten metal spurts out. spraying the attacker for 2d6 damage. 88 . A save vs. unlike natural bronze statues. The damage a clay golem deals doesn’t heal naturally. Death Ray is allowed to avoid the metal spray. When a clay golem enters combat. Bronze* Armor Class: Hit Dice: No. Spells to succeed at this. they never turn green from verdigris.500 pounds. It walks and moves with a slow. A bronze golem cannot speak or make any vocal noise. clumsy gait. A clay golem wears no clothing except for a metal or stiff leather garment around its hips. The golem’s creator. of Attacks: Damage: Movement: No. A clay golem cannot speak or make any vocal noise. It weighs around 600 pounds. no known method can reestablish control. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%. A bronze golem is 10 feet tall and weighs about 4. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach.765 These golems resemble statues made of bronze.650 Golem. then moving on to spread more destruction. he or she must make a save vs. there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick. then moving on to spread more destruction. Appearing: Save As: Morale: Treasure Type: XP: 20 ‡ 20** (+13) 1 fist + special 3d10 + special 80' (10') 1 Fighter:10 12 None 5. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 22 ‡ 11** (+9) 1 fist 3d10 20' 1 Fighter: 6 12 None 1. if within 60 feet.MONSTERS BASIC FANTASY RPG Golem. and magical healing cures only 1 point per die rolled (but add all bonuses normally). can try to regain control by speaking firmly and persuasively to the golem. there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. Clay* Armor Class: Hit Dice: No. This golem has a humanoid body made from clay.

an iron golem hit by a fireball gains back 6 hit points if the damage total is 19 points. An iron golem is 12 feet tall and weighs about 5.BASIC FANTASY RPG MONSTERS damage the attack would otherwise deal. This ability can be used up to 3 times per day. When a flesh golem enters combat. Appearing: Save As: Morale: Treasure Type: XP: 20 ‡ 9** (+8) 2 fists 2d8/2d8 30' 1 Fighter: 5 12 None 1. Each step causes the floor to tremble unless it is on a thick. although it almost always displays armor of some sort. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 full points of damage the attack would otherwise deal.000 pounds. he or she must make a save vs. of Attacks: Damage: Movement: No. It walks and moves with a stiffjointed gait. nor does it have any distinguishable odor. If the amount of healing would cause the golem to exceed its full normal hit points. Spells to succeed at this. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach. It stands 8 feet tall and weighs almost 500 pounds. Its features are much smoother than those of a stone golem. An iron golem is affected normally by rust attacks. The golem wears whatever clothing its creator desires. No natural animal willingly tracks a flesh golem. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds. Iron golems can exhale a cloud of poisonous gas which fills a 10-foot cube and persists for 1 round. and at least 1 round of time is required for each check. suffering 2d6 points of damage for each hit (with no saving throw normally allowed). solid foundation. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%. although it can emit a hoarse roar of sorts. The uncontrolled golem goes on a rampage. For example. Iron golems sometimes carry a short sword in one hand. If the amount of healing would cause the golem to exceed its full normal hit points. An iron golem cannot speak or make any vocal noise. a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. such as that of a rust monster. Flesh* Armor Class: Hit Dice: No. For example.890 A flesh golem is a ghoulish collection of stolen humanoid body parts. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 full points of This golem has a humanoid body made from iron. the excess is ignored. if within 60 feet. It has no possessions and no weapons. of Attacks: Damage: Movement: No. with no saving throw. It moves with a ponderous but smooth gait. just like a stone golem (see below). Appearing: Save As: Morale: Treasure Type: XP: 25 ‡ 17** (+12) 1 + special 4d10 + special 20' (10') 1 Fighter: 9 12 None 3. stitched together into a single composite form. as if not in complete control of its body. A flesh golem golem cannot speak. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds. with no saving throw. usually just a ragged pair of trousers. the excess is ignored. 89 . then moving on to spread more destruction.225 Golem. Golem. Dragon Breath or die. there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. Those within the area of effect must save vs. An iron golem can be fashioned in any manner. Iron* Armor Class: Hit Dice: No. can try to regain control by speaking firmly and persuasively to the golem. The golem’s creator.

Appearing: Save As: Morale: Treasure Type: XP: 25 ‡ 14** (+11) 1 + special 3d8 + special 20' (10') 1 Fighter: 7 12 None 2. Spells is allowed to resist. it covers an area 60' long by 10' wide. once every other round. dealing 2d8 damage per round automatically. A non-magical metal or wooden weapon that strikes a gray ooze also dissolves immediately. Appearing: Save As: Morale: Treasure Type: XP: 13 ‡ 2+2* 1 fist 1d8 40' 1 Fighter: 1 12 None 100 Gray oozes are amorphous creatures that live only to eat. suffering a -1 penalty to Initiative. and dungeons in search of organic matter. and weighs about 4. A stone golem can use a slow effect. and are crudely made. For example. The effect has a range of 10 feet and a duration of 2d6 rounds. of Attacks: Damage: Movement: No. Gorgons are magical monsters resembling bulls made of iron. thus. Appearing: Save As: Morale: Treasure Type: XP: 19 8* 1 gore or 1 breath 2d6 or petrification 40' (10') Wild 1d4 Fighter: 8 8 None 945 This golem has a humanoid body made from stone. with a particular symbol carved on the breastplate.000 pounds. A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Its body is frequently stylized to suit its creator. They inhabit underground areas. The stone golem is allowed a save vs. Being made of wood makes them vulnerable to fire-based attacks. wood golems suffer one extra point of damage per die from fire. as the spell. They move stiffly. A stone to flesh spell may be used to weaken the monster. but not stone. A typical specimen weighs about 700 pounds. the ooze will stick to the creature attacked. the golem is vulnerable to normal weapons. A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. Magical Wood golems are small constructs. living or dead. of Attacks: Damage: Movement: No. They attack intruders on sight. being physically powerful and difficult to harm. After a successful hit.000 pounds. attempting to gore or petrify them. measures 8 feet from snout to tail. a save vs. Normal (non-magical) armor or clothing dissolves and becomes useless immediately. or have designs worked into the stone of its limbs. Spells to resist. not more than 4' in height. Stone golems are formidable opponents. it might look like it is wearing armor. but no more often than every other round. A typical gorgon stands over 6 feet tall at the shoulder. Appearing: Save As: Morale: Treasure Type: XP: 12 3* 1 2d8 1' 1 Fighter: 3 12 None 175 Golem. Stone* Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No. Gorgons are nothing if not aggressive. The spell does not actually change the golem’s structure. ruins. 90 . Their breath can turn living creatures to stone. any saving throws against such effects are at a penalty of -2. Wood* Armor Class: Hit Dice: No. A stone golem is 9 feet tall and weighs around 2.730 Gorgon Armor Class: Hit Dice: No. Gray Ooze Armor Class: Hit Dice: No. but for one full round after being affected. A save vs. and can be used as many times per day as the monster has hit dice.MONSTERS BASIC FANTASY RPG Golem. and they are impossible to domesticate. There is no way to calm these furious creatures. scouring caverns. Petrification is allowed to resist.

burned. but even in this case they may try to attack horses if any come within about 120'. but after that it must be frozen. an adult griffon can measure as much as 8 feet. Appearing: Save As: Morale: Treasure Type: XP: can always be hit 2** 1 special 1' 1 Fighter: 2 12 None 125 Green slime devours flesh and organic materials on contact and is even capable of dissolving metal given enough time. it clings to walls. up to 600 pounds. They are not above retreating and coming back later. Griffons nest on high mountaintops. It drops from walls and ceilings when it detects movement (and possible food) below. a medium load. and clothing are allowed a saving throw (use the wearer's save vs. such a character or creature cannot be retrieved by any magic short of a wish. From nose to tail. diving low to swipe with their claws. the victim will be completely transformed into green slime. A pair of broad. 91 . the slime can be scraped off a creature (most likely destroying the scraping device). Griffons can be trained as mounts if raised in captivity. and sticky. when there may be less of a defense mounted. A cure disease spell will destroy a patch of green slime. Griffons are large carnivorous creatures resembling lions with the head. floors. A Griffon will attack a horse over anything else. golden wings emerge from the creature’s back and span 25 feet or more. adding any magical “plus” value to the roll if applicable).BASIC FANTASY RPG weapons. They hunt and travel in ocks. An adult griffon weighs about 500 pounds. and a heavy load. It does not harm stone or enchanted metal. and direct sunlight will kill green slime outright within a turn. foreclaws and wings of eagles. the griffon will try to attack immediately. of Attacks: Damage: Movement: No. A light load for a griffon is up to 300 pounds. reproducing as it consumes organic matter. MONSTERS Griffon Armor Class: Hit Dice: No. but can dissolve normal metal or enchanted wood in a turn and normal wood in 2d4 rounds. soaring down to feed on horses. Neither males nor females are endowed with a mane. and ceilings in patches. Green slime cannot grow in sunlight. Appearing: Save As: Morale: Treasure Type: XP: 18 7 2 claws/1 bite 1d4/1d4/2d8 40' (10') Fly 120' (10') Wild 2d8. Roll a morale check in this case. up to 900 pounds. Bright green. On the first round of contact. armor. even the indirect sunlight of a dense forest will stunt it and prevent it from spreading. or cut away (dealing the same damage to both the victim and the slime). of Attacks: Damage: Movement: No. if the check is failed. Lair 2d8 Fighter: 7 8 E 670 Green Slime* Armor Class: Hit Dice: No. the beast’s preferred prey. Death Ray. If not destroyed or scraped off within 6+1d4 rounds. wet.

Appearing: Save As: Morale: Treasure Type: XP: 16 5 4 limbs plus strangle 1d6 0 Wild 1 Fighter: 4 12 None 360 Harpy Armor Class: Hit Dice: No. Lair 2d4 Fighter: 2 7 C 100 Hangman trees are horrible. A hangman tree has four animated limbs that can wrap around the necks of living creatures that pass beneath. semi-animate creatures that fertilize themselves with dead bodies. strangling for 1d6 points of damage per round. but they do pull dead bodies below the surface of the ground for “digestion. The effect continues for as long as the harpy sings. Appearing: Save As: Morale: Treasure Type: XP: 13 2* 2 claws/1 weapon + special 1d4/1d4/1d6 or by weapon + special 20' Fly 50' (10') 1d6.” A harpy looks like a giant vulture bearing the torso and face of a human female. but their most insidious ability is their song. all creatures (other than harpies) within a 300' radius must succeed on a save vs. and generally no more than one limb can attack any single creature at a time.MONSTERS BASIC FANTASY RPG Hangman Tree Armor Class: Hit Dice: No. they do not attack. A victim within reach of the harpy stands there and offers no resistance to the monster’s attacks. These limbs are arranged evenly around the tree in most cases. Charmed creatures can take no actions other than to defend themselves. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. Spells or become charmed. that creature is allowed a second saving throw to resist the charm. If the path leads into a dangerous area (through ame. Wild 2d4. or the like). off a cliff. A charmed victim walks toward the harpy. The roots of this tree are also animated. of Attacks: Damage: Movement: No. They are able to attack with their claws as well as with normal weapons. of Attacks: Damage: Movement: No. When a harpy sings. 92 . taking the most direct route available. and for one round thereafter.

entering combat only as defense. If generating a group randomly. otherwise the hellhound will use its bite. Griffons sometimes attack them. they can carry off creatures of Halfling size or smaller. They wear toughened 93 . they are relatively safe around horses. R each. Appearing: Save As: Morale: Treasure Type: XP: 14 to 18 3** to 7** 1 bite or 1 breath 1d6 or 1d6 per Hit Die 40' 2d4. K in lair 25 Hellhounds are canine creatures sheathed in hellish flame. of Attacks: Damage: Movement: No. reading a total of 2 as 3. often blood red with black-tinted leather. A light load for a hippogriff is up to 300 pounds. Their hair color ranges from dark reddish-brown to dark gray. A hellhound has an Armor Class equal to 11 plus its hit dice. They have dark orange or red-orange skin. being about the same size as humans. Roll each round to determine which is used. has a wingspan of 20 feet. while their teeth are yellow. Hippogriffs are omnivorous. Each hellhound may breathe fire a number of times per day equal to its hit dice. Wild 2d4. Giant hawks are 4 to 6 feet long. roll 1d6+1 for the hit dice of each. Wild 2d4. and hippogriffs will generally attack those creatures on sight. a flaming attack that may be used against a single creature. Their garments tend to be brightly colored. Lair 4d8 Fighter: 1 8 Q. They are native to another plane. Lair 1d6 Wild 1d3. of Attacks: Damage: Movement: No. Dragon Breath for half damage. or are sometimes used as watchdogs. these creatures travel and hunt in packs. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 14 (11) 1 1 weapon 1d8 or by weapon 30' Unarmored 40' 1d6. dwelling in extreme altitudes. Appearing: Save As: Morale: Treasure Type: XP: 15 3 2 claws/1 bite 1d6/1d6/1d10 60' (10') Fly 120' (10') Wild 2d8 Fighter: 3 8 None 145 Hawks are similar to eagles but slightly smaller. its victim may save vs. Hobgoblins are larger cousins of goblins. Their weaponry is kept polished and in good repair. note that it is still necessary to raise one in captivity in order to use it as a mount. Large males have blue or red noses. unlike griffons. a medium load.BASIC FANTASY RPG MONSTERS Hawk Armor Class: Hit Dice: No. Note that hellhounds vary with regard to the number of hit dice each has. where they roam freely. A typical hippogriff is 9 feet long. If the hellhound breathes fire.800 Hobgoblin Armor Class: Hit Dice: No. Lair 2d4 Fighter: 3 to 7 (same as Hit Dice) 9 C 205 . One-third of the time (1-2 on 1d6). and a heavy load.000 pounds. A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds. Lair 1d3 Fighter: 1 Fighter: 4 7 8 None None 10 240 Hippogriff Armor Class: Hit Dice: No. A hippogriff avoids the territories and civilizations of other creatures. up to 900 pounds. with wingspans of 12 feet or more. and weighs 1. save for those times a griffon is met. In the wild. They are prized as flying mounts since. Hobgoblins' eyes are yellowish or dark brown. of Attacks: Damage: Movement: No. Hellhound Armor Class: Hit Dice: No. They have a breath weapon. being 1 to 2 feet long with wingspans of 6 feet or less. up to 600 pounds. a hellhound will choose to breathe fire. D. Appearing: Save As: Morale: Treasure Type: XP: Normal Giant 12 14 1d4 Hit Points 4 1 1 1d2 1d6 Fly 160' Fly 150' (10') Wild 1d6. Hippogriffs resemble large ying horses with the forefront of a bird of prey.

most who fight them choose to strike at their heads.875 Hydras are reptile-like monsters with multiple heads. As with most goblinoids. They are bad-tempered and territorial. In lairs of 30 or greater. Appearing: Save As: Morale: Treasure Type: XP: 16 to 23 5 to 12 (+10) 5 to 12 bites 1d10 per bite 40' (10') 1. Such damage also applies to the monster's total hit points. In hobgoblin lairs. and succeeds in doing 8 points of damage. however. Hobgoblins are cruel and calculating warriors. of course. but has Magic-User abilities of level 1d6. with a light yellow or tan underbelly. Under the leadership of a skilled strategist or tactician. One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. they have Darkvision with a 30' range. adding a shield for an Armor Class of 16 (11) (movement is still 20') having a +2 bonus to damage. Lair 1 Fighter: 5 to 12 9 B 360 . They have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. 94 . their discipline can prove a deciding factor. a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present).000 pounds. there will be a hobgoblin king of 7 Hit Dice (670 XP). Hydras are about 20 feet long and weigh about 4. but not particularly cunning. A hydra may be slain by damage in the normal fashion. In addition. If a character using a melee weapon chooses to strike at a particular head. BASIC FANTASY RPG Hydra Armor Class: Hit Dice: No. In the lair. but has Clerical abilities at level 1d6+1. They are gray-brown to dark brown. Hobgoblins hate elves and attack them first in preference over other opponents.1. and 1 on 1d6 of a witch or warlock. having a +1 bonus to damage due to strength.MONSTERS hides and carry wooden shields for armor. always looking to exploit those weaker than themselves. that head is disabled (severed or severely damaged) and will not be able to attack anymore. of Attacks: Damage: Movement: No. Wild 1. A witch or warlock is equivalent to a regular hobgoblin. The eyes are amber and the teeth are yellow-white. one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20'. hobgoblins never fail a morale check as long as the king is alive. A shaman is equivalent to a hobgoblin warrior statistically.

If the swarm consists of crawling insects. a swarm fills a volume equal to three 10' cubes. 1d8 Wild Lair 1d8 Fighter: 3 8 None 145 These ancient four legged predators are named for their tooth shape. A hungry hyena will chew on anything that is even remotely tainted by blood. though it is possible for a swarm to become more compact in order to move through a small doorway or narrow corridor. Dragon Breath reducing the amount by half. with four great fangs on the end. Wild 1d3 swarms N/A 11 None 100 . sometimes no bigger than a common hyena. An entire swarm can be affected by a sleep spell. and the statistics for standard hyenas may be used for them. use the given movement as a swimming rate rather than walking in this case. They come in many sizes although most modern ones are only slightly lighter than a human. shield. even magic weapons. They will mostly be found in savanna-like environments where lions. of Attacks: Damage: Movement: No. it is a large group of ordinary flying or crawling insects moving as a unit. it covers three 10' squares and the flying movement above is ignored. Damage rolls are doubled if the victim is unarmored (for creatures which do not wear armor. or other similar-sized object around. meat or other food traces. and while they are not technically 95 . and some gnolls take them into regions where they are not naturally found. They not only hunt but also scavenge and steal meals. Any living creature within the volume or area of the swarm suffers 1d3 points of damage each round. a victim who dives into water will take damage for only one more round. roll for each head which is attacking. A notable feature is that their massively built skull features a long jaw (sort of like a crocodile) full of teeth. Finally. They often dwell in lost worlds. An insect swarm is not a single creature. zebra. the statistics work for the giant prehistoric varieties of hyenas as well. Damage is reduced to a single point per round for three rounds if the character manages to exit the swarm. A very few hydras can breathe fire. Each such attack does 3d6 damage. In general. with a save vs. It is possible to “ward off” the insects by swinging a weapon. Appearing: Save As: Morale: Treasure Type: XP: 13 2+1 1 bite 1d6 60'' 1d6 to 10d10 Fighter: 2 8 None 320 Insect Swarm Armor Class: Hit Dice: No. They are among the favorite pets of gnolls who live in the same regions they do. do not harm an insect swarm. They can live in clans of up to a hundred in size (though smaller groups are more common). Appearing: Save As: Morale: Treasure Type: XP: 13 2* to 4* 1 swarm 1d3 (double against no armor) 10' Fly 20' 1 swarm. If a lit torch is used in this way. any creature having less than Armor Class 15 is considered unarmored). MONSTERS prehistoric hyenas. the swarm takes 1d4 damage per round.BASIC FANTASY RPG Some hydras live in the ocean. of Attacks: Damage: Movement: No. This attack will be used about one time in three (1-2 on 1d6) if it is available. the damage stops immediately). Hyenodon Armor Class: Hit Dice: No. and in this case also damage is reduced to 1 point per round. and other animals native to such regions also exist. Appearing: Save As: Morale: Treasure Type: XP: 13 3+1 1 bite 1d8 40'' 1d6. Many varieties of hyenodons were smallish. Weapons. of Attacks: Damage: Movement: No. Hyena Armor Class: Hit Dice: No.280 Hyenas are four legged carnivores who exhibit some of the behaviors of canines but are not related. those that have this ability can emit a flame 10' wide and 20' long one time per head per day. rather. The above statistics are for the larger types of Hyenadons or giant varieties of prehistoric Hyenas. Smoke can be used to drive a swarm away (if the swarm moves away from the victim(s) due to smoke.

who summon them to perform specific tasks. kobolds set up ambushes near trapped areas. a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present).MONSTERS BASIC FANTASY RPG Invisible Stalker Armor Class: Hit Dice: No. Unlike other great cats. In kobold lairs. 96 . Kobolds typically wear leather armor in battle. They aim to drive enemies into the traps. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. one out of every twelve will be a chieftain of 2 Hit Dice (75 XP) with an Armor Class of 14 (11) and having a +1 bonus to damage due to strength. but has Clerical abilities at level 1d4+1. they enjoy swimming and often hunt near rivers or lakes. A summoned invisible stalker undertakes whatever task the summoner commands. Lair 6d10 Normal Man 6 P. Wild 1d6 Fighter: 4 8 None 240 Kobolds are small. Kobolds have Darkvision with a range of 60'. Don't forget to apply the standard penalty of -4 on the attack die when an invisible stalker is attacked by a creature which is unable to see it. Kobolds gain a +1 bonus to their morale if they are led by a warrior. and are thus likely to be hostile when encountered. A shaman is equivalent to a regular kobold statistically. there will be a kobold king of 3 Hit Dice (145 XP) who wears chain mail with an Armor Class of 15 (11) and a movement of 10'. A detect invisible spell shows only a dim outline of a cloud. it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly. Whenever they can. and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells. However. and who has a +1 bonus to damage. Jaguars kill with their powerful bite. of Attacks: Damage: Movement: No. The creature follows a command until the task is completed and obeys only the summoner. In lairs of 30 or greater. Kobolds are cunning foes. Invisible stalkers have an amorphous form. closing only when they can see that their foes have been weakened. or drop poisonous vermin onto them. kobolds never fail a morale check as long as the kobold king is alive. Appearing: Save As: Morale: Treasure Type: XP: 16 4 2 claws/1 bite 1d4/1d4/2d4 70' Swim 30' 1d2. shoot them. of Attacks: Damage: Movement: No. where other kobolds wait to pour flaming oil over them. Q each. One out of every six kobolds will be a warrior of 1 Hit Dice (25 XP). even if the task sends it hundreds or thousands of miles away. Wild 6d10. Jaguar Armor Class: Hit Dice: No. However. Appearing: Save As: Morale: Treasure Type: XP: 19 8* 1 4d4 40' 1 (special) Fighter: 8 12 None 945 Kobold Armor Class: Hit Dice: No. They see all larger races as enemies. In addition. These great cats are about 8 to 9 feet long (from nose to tail-tip) and weigh about 165 pounds. dogfaced reptilian humanoids. They prefer ranged combat. C in lair 10 Invisible stalkers are creatures native to the Elemental Plane of Air. Appearing: Save As: Morale: Treasure Type: XP: 13 (11) 1d4 Hit Points 1 weapon 1d4 or by weapon 20' Unarmored 30' 4d4. of Attacks: Damage: Movement: No. In the lair. They sometimes serve wizards and sorcerers. they are naturally cowardly. preferring to deliver a fatal wound to the skull of their prey.

Iron Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. Giant Armor Class: Hit Dice: No. Once a giant leech hits in combat. Living Statue.” The wielder is allowed a save vs. which are animated by elemental spirits. it cannot be removed until the statue is “killed. only a true leech expert can tell the various types apart. clean or stagnant. While this means that living statues have no chance of going “berserk. leading enemies into ambushes or traps rather than facing them directly. there are giant leech varieties for all wet environments. However. There is no way to remove the leech other than to kill it. Appearing: Save As: Morale: Treasure Type: XP: 16 3 2 fists 1d6/1d6 30' 1d6 Fighter: 3 12 None 145 Giant leeches are slimy. Appearing: Save As: Morale: Treasure Type: XP: 17 6 1 + hold 1d6 + 1d6/round 30' Wild 1d4 Fighter: 6 10 None 500 Living Statue. If this happens. the weapon may become stuck in the monster. of Attacks: Damage: Movement: No. unlike golems. but most commonly are made to look like humans or demi-humans. causing an additional 1d6 damage each round until the victim or the leech is dead. Appearing: Save As: Morale: Treasure Type: XP: 14 5 2 claws/1 bite 1d6/1d6/1d10 50' Wild 1d8 Fighter: 5 9 None 360 The statistics presented here describe a male African lion.” it also means that they may only perform simple programmed activities. Living statues can be crafted to resemble any sort of living creature. Spells to avoid this. If struck by a non-magical metal (even partially metal) weapon. MONSTERS Living Statue Living statues are magically animated. Crystal Armor Class: Hit Dice: No. Females are slightly smaller but use the same statistics. segmented wormlike creatures which live in water. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 18 4* 2 fists 1d8/1d8 + special 10' 1d4 Fighter: 4 12 None 280 Lion Armor Class: Hit Dice: No. and similar places. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid. it attaches to the victim and sucks blood.BASIC FANTASY RPG and prefer to avoid combat. They may not be commanded in any meaningful fashion. They are true automatons. treasure rooms. of Attacks: Damage: Movement: No. Leech. which is 5 to 8 feet long and weighs 330 to 550 pounds. An average giant leech will be 4 to 6 feet long. 97 . Crystal living statues have no particular special powers. Salt or fresh. unlike those made of iron or stone. They make very effective guards for tombs.

able to spring out up to 20' forward. Wild 1d4 Fighter: 5 6 None 500 Lizard. and heavily built.MONSTERS BASIC FANTASY RPG rate due to their specialized toe pads. Appearing: Save As: Morale: Treasure Type: XP: 16 6 2 claws/1 bite 1d4/1d4/2d6 40' (10') 1d2. until the chameleon is killed or fails a morale check. Appearing: Save As: Morale: Treasure Type: XP: 15 3+1 1 bite 1d8 40' (special) 1d6. Giant horned chameleon have very long tongues. of Attacks: Damage: Movement: No. doing bite damage automatically on the following round (and all subsequent rounds. and are thus sometimes found hunting deep underground. Living Statue. of Attacks: Damage: Movement: No. They are also known to hibernate in cold weather. They are fierce predators. the sticky muscular ball on the end grabs on to the chameleon's prey. Giant Draco Armor Class: Hit Dice: No. and are generally green in color. of Attacks: Damage: Movement: No. Stone Armor Class: Hit Dice: No. 98 . being 10' to 12' long. The horns of the giant horned chameleon are used only in mating rituals. Giant Horned Chameleon Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 16 5* 2 lava sprays 2d6/2d6 20' 1d3 Fighter: 5 12 None 405 Lizard. allowing them to surprise prey on 1-4 on 1d6. The range of the spray is 5'. Appearing: Save As: Morale: Treasure Type: XP: 15 4+2 1 bite 1d10 40' Fly 70' (C. They can climb walls and even walk across ceilings at full movement Giant tuataras are large. though grey or white versions can be found underground. including its nearly 3' long tail. Wild 1d8 Fighter: 3 7 None 240 Giant horned chameleons average 8' to 10' in length. Wild 1d10 Fighter: 2 7 None 145 Giant gecko lizards range from 4' to 6' in length. Lizard. They are typically green. of Attacks: Damage: Movement: No. allowing them to fly for short distances (no more than three rounds. They are carnivores. and ascending is impossible). An average giant draco lizard is 8' long. but can change color to blend into their surroundings. Lizard. of Attacks: Damage: Movement: No. and the chameleon then drags the prey to its mouth. or until the prey is dead). Giant tuataras are more resistant to cold than most lizards. and see below) 1d4. Giant draco lizards are able to extend their ribs and connected skin to form a sort of wing. Giant Gecko Armor Class: Hit Dice: No. They are predators with a powerful shearing bite. not in combat. Appearing: Save As: Morale: Treasure Type: XP: 18 5 1 tongue or 1 bite grab or 2d6 40' (10') 1d3. typically attacking weaker prey from above. Wild 1d6 Fighter: 4 7 None 360 A stone living statue attacks by spraying molten rock from its fingertips. Giant Tuatara Armor Class: Hit Dice: No.

If aroused. Appearing: Save As: Morale: Treasure Type: XP: 15 (12) 2 1 weapon 1d6+1 or by weapon +1 20' Unarmored 30' Swim 40' (not in armor) 2d4. a lycanthrope resembles a powerful version of the normal animal. Due to their great Strength they always receive a +1 to damage done with melee weapons. They cannot swim while wearing armor. the transformation is permanent. of Attacks: Damage: Movement: No. they typically appear as well-muscled. imposing figures. but once the time has elapsed. lycanthropes may be hit only by silver or magical weapons. In animal form. gray. When they are able to employ this maneuver. of Attacks: Damage: Movement: No. Werebears typically dwell in deep forests. Its tail is used for balance and is 3 to 4 feet long. For demi-humans and humanoids. though those who have been afflicted for a long time tend to acquire features reminiscent of their animal forms. they are fearsome warriors. however. Lizard men are largely indifferent to other races. Werebears are humans that can transform into large bears.BASIC FANTASY RPG MONSTERS Lizard Man Armor Class: Hit Dice: No. however. Appearing: Save As: Morale: Treasure Type: XP: 18 † 6* 2 claws/1 bite + hug 2d4/2d4/2d8 + 2d8 40' 1d4. contracting the disease is fatal in the same time period. Adult males can weigh from 200 to 250 pounds. a lycanthrope looks like any other human. Any human who loses half or more of his or her hit points due to lycanthrope bite and/or claw attacks will subsequently contract the same form of lycanthropy in 3d6 days. with an abundance of thick hair. its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence. 99 . lizard men surprise on 1-4 on 1d6. being primarily interested in their own survival. or brown scales. Lair 6d6 Fighter: 2 11 D 75 Lycanthrope* Lycanthropes are humans who can transform themselves into animals. In its natural form. far from civilization. Wild 1d4. Wild 2d4. Lycanthropy is spread like a disease. They are distrustful of those that they do not know. using simple but sound tactics. standing on the bottom with just nose and eyes exposed (similar to a crocodile). but on close inspection. A cure disease cast before the onset is complete will stop the progress of the disease. They wear leather armor and carry shields in battle. In animal form. they often hide in the water even while armored. A lizard man is usually 6 to 7 feet tall with green. When in human form. but will ferociously defend those that they have befriended. Lair 1d4 Fighter: 6 10 C 555 Lizard men are excellent swimmers and can hold their breath for an extended period of time (up to a full turn). Werebear* Armor Class: Hit Dice: No. Lycanthrope.

Males often wear thin. In either form. They are ferocious predators. Wererat* Armor Class: Hit Dice: No. Wild 1d4. A wererat's nose and mouth may twitch if he or she is excited. They frequently lair in sewers or other underground areas. coming out by night to steal from or kill city folk. Weretigers will typically only attack if provoked. trim. Appearing: Save As: Morale: Treasure Type: XP: 15 † 4* 1 bite 2d4 60' Human Form 40' 1d6. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No. Lycanthrope. The ratman form shares the animal form's Werewolves in human form have no distinguishing traits. Wild 2d4. particularly cities. They may be found anywhere humans are found. wererats can assume an intermediate form (a “ratman”). Weretiger* Armor Class: Hit Dice: No. Lair 1d4 Fighter: 5 9 C 405 Wereboars in human form tend to be a stocky. Lair 2d8 Fighter: 3 8 C 175 Weretigers are humans that can transform into tigers. wereboars are as aggressive and ferocious as normal boars. Appearing: Save As: Morale: Treasure Type: XP: 17 † 5* 2 claws/1 bite 1d6/1d6/2d6 50' Human Form 40' 1d4. Wild 2d8. wiry individual of shorter than average height. They tend to live and hunt close to human settlements. Appearing: Save As: Morale: Treasure Type: XP: 16 † 4* 1 bite 2d6 50' Human Form 40' 1d4. Wererats. Appearing: Save As: Morale: Treasure Type: XP: 13 † 3* 1 bite or 1 weapon 1d4 or 1d6 or by weapon 40' 1d8. In addition to assuming the form of a giant rat. Wereboar* Armor Class: Hit Dice: No. Lycanthrope. Lair 2d4 Fighter: 4 9 C 280 Lycanthrope. and very agile. prefer to inhabit civilized areas. In human form. unlike most lycanthropes. and can deliver an identical bite. repair. or replace. Note that the wererat in ratman form cannot bite and use a weapon in the same round. of Attacks: Damage: Movement: No. muscular individuals of average height. ragged mustaches. with eyes constantly darting around. they tend to be tall. 100 . Werewolf* Armor Class: Hit Dice: No. and are excellent trackers (5 in 6 chance to track prey in either form). equally willing to eat animal or human flesh. Wild 2d6. Lair 2d6 Fighter: 4 8 C 280 A wererat in human form tends to be a thin. but in this form the wererat may use a normal weapon instead of biting. They dress in simple garments that are easy to remove. Lycanthrope. of Attacks: Damage: Movement: No.MONSTERS BASIC FANTASY RPG immunity to normal weapons.

101 . of Attacks: Damage: Movement: No. Medusae instinctively avoid mirrors or other reflective surfaces. A mastodon has no treasure as such. it must save vs. anyone using a mirror to fight a medusa suffers a penalty of -2 to attack and no penalty to AC. A typical manticore is about 10 feet long and weighs about 1. Wild 1d4. but if an attacker can manage to surprise the monster with a mirror she may see her reflection. Petrification is made.975 Manticores look like an overgrown lion with thick leathery wings and an ugly humanoid face. The gaze of a medusa will petrify any creature who meets it unless a save vs. They will use their ranged attacks to “soften up” potential prey before closing to melee. It is safe to view a medusa's reflection in a mirror or other reflective surface. of Attacks: Damage: Movement: No. Those who attempt to fight the monster while averting their eyes suffer penalties of -4 on attack rolls and -2 to AC. of Attacks: Damage: Movement: No. often like that of a human or bearded dwarf.BASIC FANTASY RPG MONSTERS Manticore Armor Class: Hit Dice: No.000 pounds. any creature surprised by the medusa will meet its gaze. If a medusa sees its own reflection. Lair 1d4 Fighter: 6 9 D 555 Mastodon Armor Class: Hit Dice: No. Manticores are vicious predators. having a preference for human flesh. Medusa Armor Class: Hit Dice: No. Petrification itself. Mastodons (and mammoths. even drinking with their eyes closed. Lair 1d4 Fighter: 4 8 F 320 A medusa appears to be a human female with vipers growing from her head instead of hair. In general. Wild 1d4. Their tail ends in an assortment of spikes. Appearing: Save As: Morale: Treasure Type: XP: 18 6+1* 2 claws/1 bite or 6 spikes (180' range) 1d4/1d4/2d4 or 1d6 per spike 40' Fly 60' (10') 1d2. Appearing: Save As: Morale: Treasure Type: XP: 18 15 *(+11) 2 tusks or 1 trample 2d6/2d6 or 4d8 40' (15') Wild 2d8 Fighter: 15 8 special 2. which the beast may fire as projectiles. Appearing: Save As: Morale: Treasure Type: XP: 12 4** 1 snakebite + gaze 1d6+poison + petrification 30' 1d3. a petrified medusa is no longer able to petrify others. but the tusks of a mastodon are worth 2d4 x 100 gp. a maximum of 24 are available. which can also be represented by the above statistics) are hairy relatives of the elephant found in cold “lost world” areas. and the manticore regrows 1d6 per day. but the face of a medusa continues to possess the power to petrify even after death otherwise.

however. Appearing: Save As: Morale: Treasure Type: XP: 12 1* 1 1d6 or by weapon Swim 40' Wild 1d2 or 3d6 (see below) Fighter: 1 8 A 37 Mermaids have the upper bodies of women and the lower bodies of dolphins. 102 . once the lair of one is found. Also called “sirens. Medusae are shy and reclusive. owing no doubt to the fact that. They accomplish this by means of their enchanting songs. any humans living nearby will not rest until she is slain.” mermaids often attempt to lure sailors or other men found near the sea. the snakes growing from her head are poisonous (save vs. not individually. A typical medusa is 5 to 6 feet tall and about the same weight as a human. once per round for 1d6 damage (plus the poison). Further. They attack as a group. A medusa often wears garments that enhance its body while hiding its face behind a hood or veil. They are hateful creatures. of Attacks: Damage: Movement: No. and will seek to destroy as many humans as they can without being discovered.MONSTERS BASIC FANTASY RPG Mermaid Armor Class: Hit Dice: No. Poison or die in one turn).

Most minotaurs are very aggressive. depending on the temperament of the mother. They hunt fish and harvest kelp for food. in any group of 2. However. being out of water more than two turns (20 minutes) causes the mermaid 1d4 points of damage per turn. Contrary to popular belief. A mermaid with a child will not generally be encountered. and 10% can communicate with any such creature. one will be infertile. Minotaurs often wear toughened hides for armor. This means that mermaids can learn to communicate with dolphins and whales. most have legs rather than tails. When she tires of him. but generally has no effect on women. Other mermaids can sense this. They never become lost. If two mermaids are singing. Mermaids are sometimes more than 1 hit die. This explains the first number appearing given. and can produce sounds ranging from the lowest frequency a normal human woman can produce up to the highest frequency of a dolphin. A small mermaid community (3d6 including the male) will often form around such a merman and his mother. depending on the mermaid's temperament. They gain +2 to damage when using melee weapons due to their great Strength. mermaids are not fish (nor even half fish) and do not breathe water. Infertile mermaids usually remain with a fertile sister (or more rarely a close friend) to help her ensnare men. Mermen (those born with tails) are raised to be subservient to the females. Affected men will submit to anything the mermaid desires. Although minotaurs are not especially intelligent. apply a penalty of -4 to the save. and in fact any pod includes 2d4-2 children/juveniles (over and above the number rolled for Number Appearing). and about 3% have Clerical abilities. MONSTERS Minotaur Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 14 (12) 6 1 gore/1 bite or 1 weapon 1d6/1d6 or by weapon + 2 30' Unarmored 40' 1d6. Spells to resist. they possess innate cunning and logical ability. or else they will move toward the mermaid with amorous intent as directly as possible. more than two gives no extra benefit. and can track enemies with 85% accuracy. A minotaur stands more than 7 feet tall and weighs about 700 pounds. as they remain in the deeper parts of the ocean and avoid the attention of men. They can hold their breath for up to an hour of light activity. at least 35% of mermaids will know the language of one or the other. or two turns (20 minutes) of strenuous action. Mermaids arm themselves with spears or daggers. Such a group is called a pod.BASIC FANTASY RPG A mermaid's song will attract any man within 100 yards. 103 . Wild 1d8. Three-quarters of mermaid births are female. Men generally meet mermaids only in groups of 1 or 2. Such will either be slain or put ashore to be adopted by humans. he might be freed or slain. of Attacks: Damage: Movement: No. Of the quarter which are male. and fly into a murderous rage if provoked or hungry. who becomes their leader. Lair 1d8 Fighter: 6 11 C 500 Minotaurs are huge bull-headed humanoid monsters. Men within the area of effect must save vs. Pods of mermaids do likewise. Mermaids can hear as well as dolphins. One-third of female mermaids are infertile. but non-mermaids cannot tell.

with a duration of one day. mummies are immune to sleep. and thus unpredictable. They see well in darkness and may be found hunting day or night. Spells is allowed to resist. a disease that prevents normal or magical healing. Nixies are fey creatures. Appearing: Save As: Morale: Treasure Type: XP: 14 3+2 2 claws/1 bite 1d4/1d4/1d6 50' Wild 1d4. Ochre Jelly* Armor Class: Hit Dice: No. Lair 1d12 Fighter: 5 12 D 450 Nixies are small water fairies. similar to the gray ooze in appearance. Finally. Lair 1d4 Fighter: 3 8 None 145 Nixie Armor Class: Hit Dice: No. Most nixies are slim and comely. Appearing: Save As: Morale: Treasure Type: XP: 17 ‡ (see below) 5** 1 touch + disease 1d12 + disease 20' 1d4. 104 . Those injured by mummy attacks will contract mummy rot. They often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Each nixie can cast water breathing once per day. a group of nixies will often have a school of giant bass living nearby who can be called to their aid (see Fish. pale green skin and dark green hair. Lair 2d20 Fighter: 2 6 B 37 These great cats are about 7 feet long (from nose to tail-tip) and weigh about 140 pounds. linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten.MONSTERS BASIC FANTASY RPG Mountain Lion Armor Class: Hit Dice: No. Mummy* Armor Class: Hit Dice: No. A save vs. of Attacks: Damage: Movement: No. all nixies are female. attacking only when they feel threatened. a cure disease spell must be applied to the victim before he or she may again regain hit points. charm and hold magic. Ten or more nixies can work together to cast a powerful charm (similar to charm person). A nixie stands about 4 feet tall and weighs about 45 pounds. of Attacks: Damage: Movement: No. However. with lightly scaled. of Attacks: Damage: Movement: No. As far as anyone knows. magic weapons do only half damage. A typical specimen weighs about 700 pounds. while any sort of fire-based attack does double damage. The charm lasts one year (unless dispelled). of Attacks: Damage: Movement: No. or magical weapons. As they are undead. Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Appearing: Save As: Morale: Treasure Type: XP: 16 1* 1 dagger 1d4 40' Swim 40' Wild 2d20. Appearing: Save As: Morale: Treasure Type: XP: 12 (only hit by fire or cold) 5* 1 2d6 10' 1 Fighter: 5 12 None 405 Ochre jellies are ochre-colored amorphous monsters. Nixies prefer not to leave their lakes. An ochre jelly can grow to a diameter of up to 10 feet and a thickness of about 6 inches. furthermore. Giant Bass for details). fire. they are rarely malicious. They can only be injured by spells. Mummies are undead monsters.

Their skin color ranges from dull yellow to dull brown. In ogre lairs of 10 or greater. In order to bite a creature. it does 1d8 subduing damage per hit. Their tentacles are studded with barbs and sharp-edged suckers. reddish eyes. If normal weapons are employed. Orcs prefer wearing vivid colors that many humans would consider unpleasant. it will squirt out a cloud of black “ink” 40' in diameter and then jet away at twice normal speed for 2d6 rounds. of Attacks: Damage: Movement: No. They utilize all manner of weapons and armor scavenged from battlefields. MONSTERS One out of every six ogres will be a pack leader of 6+1 Hit Dice (500 XP). Ogre bullies generally wire together pieces of chainmail to wear over their hides. Their clothing consists of poorly cured furs and hides. but inherently lazy. Giant Armor Class: Hit Dice: No. Ogres gain a +1 bonus to their morale if they are led by a pack leader. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. with an Armor Class of 17 (13) (movement 20') and having a +4 bonus to damage due to strength. typically using large clubs. 105 . axes. and black hair (but very little body hair). Wild 3d6. or pole arms. If divided. females are slightly smaller. They have lupine ears. Octopus. such as blood red. with arms reaching 10 feet or more in length. there will also be an ogre bully of 8+2 Hit Dice (875 XP). very ugly humans. Appearing: Save As: Morale: Treasure Type: XP: 14 (11) 1 1 weapon 1d8 or by weapon 30' Unarmored 40' 2d4. They employ direct attacks in combat. Appearing: Save As: Morale: Treasure Type: XP: 15 (12) 4+1 1 weapon 2d6 30' Unarmored 40' 1d6. and deep purple. Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No. the giant octopus must hit with at least two tentacles first. Ogres are brutish and aggressive. Appearing: Save As: Morale: Treasure Type: XP: 19 8 8 tentacles/1 bite 8x 1d4/1d6 Swim 30' Wild 1d2 Fighter: 8 7 None 875 Orc Armor Class: Hit Dice: No. If an ogre fights bare-handed. Lair 2d6 Fighter: 4 10 C + 1d20x100 gp 240 Orcs are grotesque humanoids bent on war and domination.BASIC FANTASY RPG Ochre jellies can only be hit (damaged) by fire or cold. If a giant octopus fails a morale check. mustard yellow. Attacks with weapons or electricity/lightning cause the creature to divide into 1d4+1 smaller jellies of 2 hit dice apiece. Ogre Armor Class: Hit Dice: No. the resulting smaller jellies do 1d6 damage with each hit. an ogre has a +3 bonus to damage due to strength. which add to their naturally repellent odor. generally causing 2d6 damage. Ogres appear as large. yellow-green. Lair 10d6 Fighter: 1 8 D 25 These creatures are aggressive and territorial hunters. Wild 2d6. upturned noses. truncated. Ogres gain +2 to morale so long as the ogre bully is present (and alive).

one out of every twelve will be a chieftain of 4 Hit Dice (240 XP) in chainmail with an Armor Class of 15 (11). Wild 1d4. 106 . Though highly prized as aerial steeds. its beak is a dull ivory color. and having a +2 bonus to damage. a movement 20'. A light load for a pegasus is up to 400 pounds. but are more aggressive (as noted above). They speak their own rough and simple language. Appearing: Save As: Morale: Treasure Type: XP: 15 4 2 hooves 1d6/1d6 80' (10') Fly 160' (10') Wild 1d12 Fighter: 2 8 None 240 Owlbear Armor Class: Hit Dice: No. In lairs of 30 or more. A full-grown male can stand as tall as 8 feet and weigh up to 1. In addition. Orcs gain a +1 bonus to their morale if they are led by a warrior. Owlbears fight much as do bears. Adventurers who have survived encounters with the creature often speak of the bestial madness in its redrimmed eyes.500 pounds. sharp beak.MONSTERS Orcs have Darkvision to a range of 60'. a lair has a chance equal to 1-2 on 1d6 of a shaman being present. in chainmail with a shield. BASIC FANTASY RPG Pegasus Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 15 5 2 claws/1 bite + 1 hug 1d8/1d8/1d8 + 2d8 40' 1d4. A shaman is equivalent to a warrior orc statistically. Lair 1d4 Fighter: 5 9 C 360 Owlbears appear to be bears with owlish faces. with an Armor Class of 16 (11). In the lair. of Attacks: Damage: Movement: No. including a large.500 pounds. The pegasus is a magnificent winged horse. there will be an orc king of 6 Hit Dice (500 XP). but has Clerical abilities at level 1d4+1. As with normal bears. An owlbear’s coat ranges in color from brown-black to yellowish brown. In orc lairs. pegasi are wild and shy creatures not easily tamed. weighs 1. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. A typical pegasus stands 6 feet high at the shoulder. of Attacks: Damage: Movement: No. One out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). and has a wingspan of 20 feet. orcs never fail a morale check as long as the orc king is alive. up to 900 pounds. but many also speak some common or goblin. an owlbear must hit with both claws in order to do the listed “hug” damage. and having a +1 bonus to damage due to strength. movement 20'. a heavy load.

they surprise on 1-5 on 1d6. Anyone attacking an invisible pixie does so with an attack penalty of -4 unless the attacker can somehow detect invisible creatures. A pixie can become invisible at will. Pixie Armor Class: Hit Dice: No. enjoying nothing so much as a good joke or prank. Lair 5d10 Normal Man 5 None 360* Giant 13 1d4 Hit Points 1 bite 1d4 + disease 40' Swim 20' 3d6. if attacking from out of a tunnel. A giant rat can grow to be up to 4 feet long and weigh over 50 pounds. during which time the pixie may walk at normal speed but may not fly. but will attack to defend their nests and territories. Wild 10d4. especially at the expense of a “big person” like a human or demi-human. Giant rats are scavengers. Wild 1d4 Fighter: 6 to 10 (½ of Hit Dice) 10 None 1. and will suffer 3d6 damage per round afterward due to being digested. Rat Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. Any character reduced to zero Constitution is dead. so that. the character is allowed a save vs.000 pounds. the opponent has been swallowed. or a small group of up to four. A single giant rat. but larger packs attack fearlessly. each point of damage done to the swarm reduces their numbers by one animal. Any rat bite has a 5% chance of causing a disease. Pixies can only fly for 3 turns maximum before requiring rest of at least one turn. Lair 3d10 Fighter: 1 8 C 13 Save As: Morale: Treasure Type: XP: Purple Worm Armor Class: Hit Dice: No. Appearing: Normal 11 1 Hit Point 1 bite per pack 1d6 + disease 20' Swim 10' 5d10. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. will generally be shy. Wild 5d10. The body of a mature purple worm is 5-8 feet in diameter and 60-100 feet long. of Attacks: Damage: Movement: No. Note that the purple worm's movement is less than the monster's length. and can attack while remaining invisible. A character who has been swallowed can only effectively attack with small cutting or stabbing weapons such as dagger or shortsword. A pixie stands about 2-1/2 feet tall and weighs about 30 pounds. Appearing: Save As: Morale: Treasure Type: XP: 16 11* (+9) to 20* (+13) 1 bite/1 sting 2d8/1d8+poison 20' (15') 1d2. Lair 10d4 Fighter: 1 (with Elf bonuses) 7 R. if they do so. Pixies may ambush their foes while invisible. Appearing: Save As: Morale: Treasure Type: XP: 17 1* 1 dagger 1d4 30' Fly 60' 2d4. A character who suffers one or more rat bites where the die roll indicates disease will sicken in 3d6 hours. Poison or die. of Attacks: Damage: Movement: No. Purple worms are gigantic subterranean monsters. The infected character will lose one point of Constitution per hour.BASIC FANTASY RPG MONSTERS The creature has a poisonous stinger in its tail. 107 . after losing each point.670 – 5. See Constitution Point Losses in the Encounter section for details on regaining lost Constitution. those injured by it must save vs. they are rarely found above ground.450 These omnivorous rodents thrive almost anywhere. Normal rats attack as a swarm. They wear bright clothing. weighing about 40. as many times per day as it wishes. it might not be able to use the stinger for several rounds. biting and chewing with their sharp incisors. Pixies are whimsical. Wild 3d10. Any time a purple worm successfully bites a man-sized or smaller opponent with a natural roll of 19 or 20. S 37 Pixies are winged fairies often found in forested areas. often including a cap and shoes with curled and pointed toes.

of Attacks: Damage: Movement: No. and brown. If the adventurers are forced to flee. Those found in desert terrain are generally marked in yellow. BASIC FANTASY RPG Rhinoceros Armor Class: Hit Dice: No. that is). Like spiders.000 pounds. being about 9 feet long and having a wingspan of 24 feet. 3 to 6 feet high at the shoulder.MONSTERS * Note: The XP award for normal rats is for driving away or killing an entire pack of normal size. Giant Armor Class: Hit Dice: No.875 Rhagodessa. tusks. Rhagodessas have “pedipalps. the males have the brighter plumage. Appearing: Save As: Morale: Treasure Type: XP: Large Giant 18 18 12 (+10) 32 (+16) 2 claws/1 bite 1d6/1d6/ 1d8/1d8/ 3d6/3d6/ 2d6 2d10 6d6 20' Fly 160' (10') Wild 1d12 Wild 1d8 Wild 1 Fighter: 6 Fighter: 12 Fighter: 20 at +5 8 9 10 I I I 500 1. of Attacks: Damage: Movement: No. These statistics can describe any herbivore of similar size and similar natural weapons (antlers. The statistics presented here are based on the African black rhino. red. They behave much as the black rhino does. Like most birds. Lair 1d6 Fighter: 4 9 U 240 The rhinoceros is infamous for its bad temper and willingness to charge intruders. The rhagodessa will not use its bite attack against a foe it has not captured in this way. or the like).250 Normal 18 6 Rocs are birds similar to eagles. though it is not properly either. but the victim is stuck fast. If threatened. the GM should award 3 XP per rat slain. Large rocs are about 18 feet long and have wingspans of around 48 feet. a rhagodessa which has captured a victim will attempt to withdraw to consume its prey in peace. horns. The rhagodessa is related to both spiders and scorpions. Appearing: Save As: Morale: Treasure Type: XP: Black Woolly 17 19 8 12 (+10) 1 butt or 1 trample 2d6 or 2d8 2d8 or 2d12 40' (15') 40' (15') Wild 1d12 Wild 1d8 Fighter: 6 Fighter: 8 6 6 None None 875 1. with females being duller in color and thus more easily hidden (if anything so large can even be hidden. Giant rhagodessas are the size of a pony. The woolly rhinoceros is a prehistoric beast with long fur. 108 . giant rocs average 30 feet long and have massive wingspans of around 80 feet.875 14. and will be drawn to the rhagodessa's mouth the next round and automatically hit for 2d8 damage. Wild 1d6. and weighs up to 6. A hit by a leg does no damage. of Attacks: Damage: Movement: No. which is 6 to 14 feet long. A roc’s plumage is either dark brown or golden from head to tail. while those found underground may be black or white in color (those found in the deepest caverns are always white). but even a “normal” roc is huge. Roc Armor Class: Hit Dice: No. found in primitive “lost world” areas in colder territories. but they are unable to cross ceilings or otherwise climb entirely upside down. and neither will it attack more than one foe with its legs. they can climb walls. Appearing: Save As: Morale: Treasure Type: XP: 16 4 2 legs/1 bite grab/grab/2d8 50' 1d4.” an elongated extra pair of legs in front that have sticky pads on them for capturing prey.

The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. the victim sees strange rippling beneath his skin. If successful. Appearing: Save As: Morale: Treasure Type: XP: 10 1 hp 1 bite special 5' 5d4 Fighter: 1 12 None 16 Rock Baboon Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 18 5* 1 special 40' 1d4 Fighter: 5 7 None 405 Rock baboons are a large. A burrowing grub can be noticed if the victim succeeds at a Wisdom check. While being carried. offal. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. naturally cruel creatures. For a large roc. If failed. while a heavy load is 300 pounds. unless of course the creature is too large for the roc to carry. and are heavily loaded when carrying up to 6000 pounds. only a cure disease can kill the grubs as they burrow to the victim’s heart and devour it in 1d3 turns. When a living creature contacts an area (dung heap. 109 . with females being a bit smaller and lighter. Any successful hit with both claw (talon) attacks against a single creature results in that creature being carried off. Either method deals 2d6 points of damage to the victim. Rock baboons are omnivorous. but note that a young elephant would be reasonable prey for these monstrous birds. Appearing: Save As: Morale: Treasure Type: XP: 14 2 1 club/1 bite 1d6/1d4 40' 2d6. swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. of Attacks: Damage: Movement: No. but kills the grubs. of Attacks: Damage: Movement: No. and other such garbage and organic material. the creature does not notice the grubs. Obviously only the smallest characters can hope to ride upon a normal roc. Their skin color is white or brown. weighing 200 pounds. The typical rust monster measures 5 feet long and 3 feet high. Lair 5d6 Fighter: 2 8 None 75 Rot grubs are 1-inch long vermin found in carrion. They are aggressive. so as to be as “fresh” as possible when given to the hatchlings (or consumed by the roc itself if it is solitary). Rust Monster* Armor Class: Hit Dice: No. etc) infested with rot grubs. a light load is up to 600 pounds and a heavy load up to 1200. fighting to the death to defend their nests or hatchlings. a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. MONSTERS Rot Grub Armor Class: Hit Dice: No. Wild 2d6. particularly intelligent variety of baboon. During the first two rounds.BASIC FANTASY RPG A light load for a normal roc is 150 pounds. Tales of giant rocs carrying off fullgrown elephants are somewhat exaggerated. A solitary roc is typically hunting and will attack any man-sized or larger creature that appears edible. dung. the victim will not be further attacked. the grubs will attack if they can come in contact the victim’s skin. They will prepare ambushes in rocky or forested terrain and attack any party they outnumber. Giant rocs can easily lift up to 3000 pounds. A roc attacks from the air. A rust monster’s prehensile antennae can rust metals on contact. of Attacks: Damage: Movement: No. An adult male rock baboon is 4' to 5' tall and weighs 200 to 250 pounds. A mated pair of rocs attack in concert. After the second round. but prefer meat.

Sabre-Tooth Cat Armor Class: Hit Dice: No. or treasure hoard. red and orange and yellow. and/or Dragon. doorway. of Attacks: Damage: Movement: No. Flame and frost salamanders hate each other. a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Flame salamanders come from the Elemental Plane of Fire. If summoned by a Magic-User. they can arrive through naturallyoccurring dimensional rifts. in such a case. Their scales are all the colors of flame. A flame salamander is flaming hot. they speak the language of the Plane of Fire. They look like giant snakes. with dragonlike heads and lizard forelimbs. is instantly ruined. or they may be summoned by high-level Magic-Users. Wild 2d4. this loss is permanent. more than 12' long. They look like giant lizards with six legs. Use a morale check to determine this. BASIC FANTASY RPG Salamander* Armor Class: Hit Dice: No. Wild 1d3. and many will also know Elvish. Appearing: Flame 19 ‡ 8* 2 claws/1 bite + heat 1d4/1d4/1d8 + 1d8/round 40' 1d4+1. the salamander will attack anyone attempting to gain unauthorized access to the protected area. A non-magical metal weapon used to attack the monster does half damage before being destroyed. Lair 1d4 Fighter: 8 10 None 875 The sabre-tooth cat. or that touches the monster (such as a sword used to attack it). Appearing: Save As: Morale: Treasure Type: XP: 14 8 2 claws/1 bite 1d6/1d6/2d8 50' Wild 1d4. white. Lair 1d3 Fighter: 12 9 E 1. lizard-like creatures from the elemental planes. They behave much as do mountain lions or jaguars. Frost salamanders come from the Elemental Plane of Water. Frost salamanders are completely immune to all types of cold-based attacks. They are sometimes found on the material plane. Due to their highly magical nature.975 Save As: Morale: Treasure Type: XP: Salamanders are large. is a prehistoric great cat with very large canine teeth.MONSTERS A rust monster's touch transforms metal objects into rust (or verdigris. in preference over any other foe. Magic weapons or armor lose one “plus” each time they make contact with the rust monster. and each type will attack the other on sight. and all non-fire-resistant creatures within 20' of the monster suffer 1d8 points of damage per round from the heat. Frost salamanders are very cold. Non-magical metal attacked by a rust monster. 110 . They are immune to damage from any fire or heat attack. they cannot be harmed by nonmagical weapons. of Attacks: Damage: Movement: No. and all non-cold-resistant creatures within 20' suffer 1d8 points of damage per round from the cold. pale gray and pale blue. Flame salamanders are intelligent. all speak the language of the Plane of Water. or other oxides as appropriate). Common. Their scales are the colors of ice. Elvish. or smilodon. and/or Dragon. and many also speak Common. a salamander is often assigned to protect a location. Lair 2d4 Fighter: 8 8 F 945 Frost 21 ‡ 12* (+10) 4 claws/1 bite + cold 1d6/1d6/1d6/1d6/ 2d6 + 1d8/round 40' 1d3. Those The metal oxides created by this monster are its food. They are quite intelligent.

those reduced to 0 Strength die and rise as shadows a day later (at nightfall). A sea serpent can choose to wrap around a ship and constrict. shadows cannot be harmed by non-magical weapons. Despite their strange nature and appearance. or even ignore adventurers. shadows are not undead monsters. They are aggressive predators and generally attack on sight. They lurk in dark places. Due to their incorporeal nature. A shadow is 5 to 6 feet tall and is weightless. Appearing: Save As: Morale: Treasure Type: XP: 17 6 1 bite 2d6 Swim 50' (10') Wild 2d6 Fighter: 6 8 None 500 Sea serpents are. of Attacks: Damage: Movement: No. Wild 1d6 Fighter: 2 11 None 280 Giant scorpions are quite large. Shadow* Armor Class: Hit Dice: No. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. the giant scorpion receives a +2 attack bonus with its stinger (but two claw hits do not give a double bonus). 111 . Wild 1d10. roll 2d10 for damage. Victims reduced to 2 or fewer points of Strength collapse and become unable to move. Shadows cannot speak intelligibly.BASIC FANTASY RPG which arrive through natural rifts may have any goals or motivations the GM wishes. waiting for living prey to happen by. Strength points lost to shadows are recovered at a rate of 1 point per turn. sometimes as large as a donkey. and thus cannot be Turned by a Cleric. of Attacks: Damage: Movement: No. They range from 20' to 40' long. serpentine monsters which live in the sea. Appearing: Save As: Morale: Treasure Type: XP: 13 ‡ 2* 1 touch 1d4 + 1 point Strength loss 30' 1d10. Giant scorpions are most commonly found in desert areas or caverns. If a claw attack hits. obviously. Lair 1d10 Fighter: 2 12 F 100 Sea Serpent Armor Class: Hit Dice: No. A shadow's attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. of Attacks: Damage: Movement: No. Otherwise. Giant Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 15 4* 2 claws/1 stinger 1d10/1d10/1d6 + poison 50' (10') 1d6. fight. and thus may choose to parley. in this case. MONSTERS Scorpion.

Bull sharks are able to tolerate fresh water. broad build. of Attacks: Damage: Movement: No. A victim bitten twice in a round need only save once for that round. 112 . Giant Armor Class: Hit Dice: No. and aggressively defend their nests and the immediate territory around them. but are larger. while females have been known to be up to 12' long. and are able to smell blood at great distances. weighing up to 500 pounds. they are able to leap up to 20' in the air. Venomous giant shrews are considered 1* with respect to hit dice. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No. but of course will have to save again in subsequent rounds if bitten again. Appearing: Save As: Morale: Treasure Type: XP: 16 1* 2 bites 1d6/1d6 60' 1d4. Giant shrews are omnivorous. Shrew. Mako Armor Class: Hit Dice: No.750 pounds.MONSTERS BASIC FANTASY RPG Shark. Appearing: Save As: Morale: Treasure Type: XP: 15 4 1 bite 2d6 Swim 80' Wild 2d6 Fighter: 4 7 None 240 Bull sharks are so named because of their stocky. Giant shrews move so swiftly that they are able to bite twice per round. They average 9' to 13' in length and weigh up to 1. They are apex predators. They have a very fast metabolic rate and must eat almost constantly. Appearing: Save As: Morale: Treasure Type: XP: 13 2 1 bite 2d4 Swim 60' (10') Wild 3d6 Fighter: 2 7 None 75 Shark. Lair 1d8 Fighter: 2 10 None 37 Shark. being up to 6' long. Mako sharks are fast-moving predators found in temperate and tropical seas. and darker in color. Bull Armor Class: Hit Dice: No. Great White Armor Class: Hit Dice: No. Wild 1d8. Appearing: Save As: Morale: Treasure Type: XP: 19 8 1 bite 2d10 Swim 60' (10') Wild 1d4 Fighter: 8 8 None 875 Great white sharks range from 12' to 15' in length on the average. A few giant shrew species (generally no more than 5% of those encountered) are venomous. and they may attack two different adjacent opponents in this way. Male bull sharks can grow up to 7' long and weigh around 200 pounds. The bite of such a giant shrew will kill the victim unless a save vs. and often travel up rivers in search of prey. Poison is made. Giant shrews resemble giant rats. Great white sharks have the ability to sense the electromagnetic fields of living creatures. allowing them to find prey even when light or water clarity are poor. of Attacks: Damage: Movement: No. though specimens ranging up to 30' in length have been reported. Mako sharks are known for their ability to leap out of the water.

Shriekers live in dark. Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. and only a single point from arrows. bolts or sling stones (plus any magical bonus). The sound attracts nearby creatures that are disposed to investigate it. Appearing: Save As: Morale: Treasure Type: XP: 13 (see below) 1 1 1d6 or by weapon 40' 3d6. of Attacks: Damage: Movement: No. the GM should roll a wandering monster check each round that a shrieker shrieks. it lures monsters to its vicinity by emitting a loud noise. They come in several shades of purple. Instead. As with all undead. 113 . or to act as guards for their creator. Skeletons are mindless undead created by an evil Magic-User or Cleric. Wild 3d10 Fighter: 1 12 None 25 A shrieker is a large (3' to 5' tall and about the same size across). semi-mobile fungus that emits a loud noise as a defense mechanism when disturbed. A shrieker has no means of attack. Appearing: Save As: Morale: Treasure Type: XP: 13 3 Special None 5' 1d8 Fighter: 1 12 None 145 Skeleton Armor Class: Hit Dice: No. no form of mind reading is of any use against them.BASIC FANTASY RPG MONSTERS Shrieker Armor Class: Hit Dice: No. As they are mindless. They take only ½ damage from edged weapons. generally to guard a tomb or treasure hoard. they can be Turned by a Cleric. subterranean places. of Attacks: Damage: Movement: No. and are immune to sleep. Some creatures that live near shriekers learn that the fungus’ noise means there is food nearby. Skeletons never fail morale. and thus always fight until destroyed. charm or hold magic. In game terms.

Wild 1d3. constricting for 2d4 damage plus an additional 2d4 per round thereafter. Rattlesnakes are a variety of pit viper. the largest varieties rarely exceed 6' in length. Lair 1d2 Fighter: 2 8 None 100 Snake. Appearing: Save As: Morale: Treasure Type: XP: 15 2* 1 bite 1d8 + poison 40' 1d2.MONSTERS BASIC FANTASY RPG Snake. of Attacks: Damage: Movement: No. There are many varieties ranging in size from 2' to 12' at adulthood. sea snakes rarely attack. the statistics above are for an “average” variety which reaches about 9' in length. a rattlesnake has a rattle (from which it gets its name) at the end of its tail. Snake. Sea Armor Class: Hit Dice: No. The rattle is used to warn away larger creatures. a python will wrap itself around the victim (in the same round). but their poison is terribly strong. They average 14' to 20' in length at adulthood. Lair 1d4 Fighter: 1 7 None 37 After a successful bite attack. They have relatively small heads. for details). They are very clumsy when out of the water. The hold may be broken on a roll of 1 on 1d6 (add the victim's Strength bonus to the range. Appearing: Save As: Morale: Treasure Type: XP: 14 1* 1 bite 1d4 + poison 30' 1d4. stepped on. and lizards. etc. These are used to detect birds. Lair 1d3 Fighter: 5 8 None 405 Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see pit vipers. Pit vipers are named for the thermally sensitive “pits” between their eyes and nostrils. Note that. Snake. such that any creature bitten must save vs. Appearing: Save As: Morale: Treasure Type: XP: 14 5* 1 bite/1 constrict 1d4/2d4 30' 1d3. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No.) will they do so. Pit Viper Armor Class: Hit Dice: No. pit vipers can still sense them because their temperature will often be slightly higher or lower than their surroundings. Wild 1d2. and are very stealthy in the water. below. mammals. the natural prey of these snakes. even though lizards are coldblooded. of Attacks: Damage: Movement: No. Wild 1d4. only if molested (grabbed. Giant Rattlesnake Armor Class: Hit Dice: No. in addition to the details given above. so a Strength of 16 would result in a range of 1-3 on 1d6). Fortunately. Sea snakes are relatively small. Python Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 14 3* 1 bite 1 + poison 10' Swim 30' Wild 1d8 Fighter: 3 7 None 175 Pit vipers are highly venomous snakes. breaking the hold takes a full round. Their bite does so little damage that the creature bitten has only a 50% chance to notice the attack. Poison at a penalty of -4 or die. 114 .

sticky. and any creature hit must roll a save vs. Lair 1d3 Fighter: 3 8 None 175 Spitting cobras average about 7' in length at adulthood. Appearing: Save As: Morale: Treasure Type: XP: 13 1* 1 bite or 1 spit 1d4 + poison or blindness 30' 1d6. of Attacks: Damage: Movement: No. Wild 1d4. the cobra can project its venom up to 5'. Appearing: Save As: Morale: Treasure Type: XP: 13 2* 1 bite 1d8 + poison 40' 1d4. Poison at a penalty of -2 or die. hiding using various forms of camouflage and leaping out to bite their surprised prey. Spectre* Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. If the cobra cannot deter a creature by spitting. The venom of the giant black widow is strong. being around 3' in length. they cannot be harmed by non-magical weapons. Crab spiders are ambush predators. they may be Turned by Clerics and are immune to sleep. usually across passageways or cave entrances. Wild 1d6. Wild 1d3. Appearing: Save As: Morale: Treasure Type: XP: 14 3* 1 bite 2d6 + poison 20' Web 40' 1d3. and generally refrain from attacking if possible to allow larger creatures time to retreat. the evidence of a violent death is visible on its body. In many cases. Lair 1d8 Fighter: 6 11 E 610 Spider. Despite the size difference. Giant black widow spiders spin strong. Lair 1d4 Fighter: 2 7 None 100 A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. it will attack using its bite. A spectre is roughly human-sized and is weightless. and must roll to escape just as if opening a door. Due to their incorporeal nature. charm and hold magics. Appearing: Save As: Morale: Treasure Type: XP: 17 ‡ 6** 1 touch Energy drain 2 levels/touch Fly 100' 1d4. Giant Crab Armor Class: Hit Dice: No. Poison or be blinded permanently (though the cure blindness spell can be used to heal this injury). The giant black widow spider is a much enlarged version of the ordinary black widow. or sometimes between trees in the wilderness. Failure to retreat from the spitting cobra will likely result in the cobra spitting venom. those successfully hit must save vs. They can change color slowly (over the course of a few days). a full-grown male has a leg-span of 2 feet. of Attacks: Damage: Movement: No. Snake. taking on the overall coloration of their preferred lair or ambush 115 . Poison or die. while an adult female will be 3' or more across. In this case. nearly invisible webs. Giant crab spiders are horribly enlarged. Any character stuck in such a web cannot effectively cast spells or use a weapon. Both genders are marked with an orange “hourglass” on the abdomen. such that those bitten must save vs.BASIC FANTASY RPG MONSTERS Like all undead. of Attacks: Damage: Movement: No. those who stumble into these webs become stuck. Lair 1d6 Fighter: 1 7 None 37 Spider. Giant Black Widow Armor Class: Hit Dice: No. They use their spreading hood to warn other creatures not to bother them. both genders are statistically equal. Spitting Cobra Armor Class: Hit Dice: No.

fading to gray at its base. and dispel magic will stop the dance for all victims in the area of effect. any attack on the creature receives an attack bonus of +2. he or she must save vs. A stirge’s body is about 1 foot long. of Attacks: Damage: Movement: No. Each round the original victim dances. Onlookers must save vs. Spells or begin dancing themselves. Their tentacles are studded with barbs and sharpedged suckers. it will squirt out a cloud of black “ink” 30' in diameter and then jet away at twice normal speed for 3d8 rounds. the spider is able to surprise potential prey on 1-4 on 1d6 when in that preferred location. once per day. Spider. BASIC FANTASY RPG with spell-like abilities and pint-sized weaponry. It weighs about 1 pound. The bite of the giant tarantula is poisonous. it attaches and drains blood equal to 1d4 damage per round (on its Initiative). Lair 1d3 Fighter: 4 8 None 280 Squid. whether they are original or secondary. Giant Armor Class: Hit Dice: No. Poison or be forced to dance wildly. They go out of their way to fight evil and ugliness and to protect their homelands. but any attack that misses hits the victim instead. If the victim is a Thief. he or she cannot use any Thief abilities while dancing. Appearing: Save As: Morale: Treasure Type: XP: 13 1* 1 bite 1d4 + 1d4/round blood drain 10' Fly 60' 1d10. If a giant squid fails a morale check. but they will only dance for 2d4 rounds. Appearing: Save As: Morale: Treasure Type: XP: 15 4* 1 bite 1d8 + poison 50' 1d3. Poison again or take 1d4 points of damage. Wild 3d12. After this change is complete. Wild 3d6. Giant Tarantula Armor Class: Hit Dice: No. The dance lasts 2d10 rounds. If a stirge hits a creature. looking like tiny elves just a foot tall with dragonfly-like wings. Appearing: Save As: Morale: Treasure Type: XP: 17 6 8 tentacles/1 bite 8x 1d4/1d10 Swim 40' Wild 1d4 Fighter: 6 8 None 500 Giant tarantulas are huge. hairy spiders. Neutralize poison will cure the original victim. Appearing: Save As: Morale: Treasure Type: XP: 15 1d4 Hit Points 1 dagger or 1 spell 1d4 or by spell 20' Fly 60' 3d6. of Attacks: Damage: Movement: No. The proboscis is pink at the tip. In order to bite a creature. during which time the victim has a -4 penalty on attack and saving throw rolls. They run down their prey much as wolves do. with a dirty yellow underside. Stirge Armor Class: Hit Dice: No. such “secondary” victims suffer the same penalties as above. Sprites are reclusive fey creatures. Lair 3d12 Fighter: 1 9 D 37 Sprite Armor Class: Hit Dice: No. about the size of a pony. with a wingspan of about 2 feet. They prefer ambushes and other trickery over direct confrontation. Lair 5d8 Magic-User: 4 (with Elf bonuses) 7 S 13 A stirge’s coloration ranges from rust-red to reddishbrown. of Attacks: Damage: Movement: No. the giant squid must hit with at least two tentacles first.MONSTERS location. These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet. or its reversed form bestow curse. Five sprites acting together can cast remove curse . Secondary victims do not suffer this effect. The creature can only be removed by killing it. those bitten must save vs. Sprites fight their opponents 116 . Wild 1d3. The latter spell is often used as an attack. of Attacks: Damage: Movement: No.

Tentacle Worm Armor Class: Hit Dice: No. Appearing: Save As: Morale: Treasure Type: XP: 14 6 2 claws/1 bite 1d6/1d6/2d6 50' Wild 1d3. These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.” Some sages believe they are the larval form of some other monster. Lair 1d3 Fighter: 6 9 None 500 Tentacle worms appear to be giant worms of some sort. No matter how many of a tentacle worm's attacks hit an opponent in a given round. the worm is 50% likely to move on immediately to another still-living victim. it continues to eat the corpse of the slain victim for 1d4 turns. but their bodies vary from livid pink or purple to deep green in color. 117 . but this has never been proven. Those hit must save vs. Otherwise. of Attacks: Damage: Movement: No. A tentacle worm can attack as many as three adjacent opponents. Paralysis or be paralyzed 2d4 turns. doing 1 point of damage every 1d8 rounds until the victim is dead. Their tentacles splay out from around the creature's “neck. Lair 1d3 Fighter: 3 9 B 175 Tiger Armor Class: Hit Dice: No. Their heads are pasty white or grey. Appearing: Save As: Morale: Treasure Type: XP: 13 3* 6 tentacles paralysis 40' 1d3.BASIC FANTASY RPG MONSTERS If all opponents of a tentacle worm are rendered paralyzed. of Attacks: Damage: Movement: No. it will begin to feed upon the paralyzed victims. averaging 6 to 8 feet long. only one saving throw is required in each such round. if other paralyzed victims are still alive.

females only enter combat if the male(s) are defeated or the attackers are very numerous. It takes one round for a normal tree to uproot itself. They resemble the rhinoceros. They often charge suddenly from cover to trample the despoilers of forests. but they rarely fall out. Appearing: Save As: Morale: Treasure Type: XP: 15 2 2 claws/1 bite 1d4/1d4/1d4 40' 1d8. forked horns rather than the pointed horns of rhinos. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 15 12 (+10) 1 butt or 1 trample 2d6 or 3d8 40' (10') Wild 1d6 Fighter: 8 7 None 1. and 50% of the time a group can blend into the environment well enough to surprise on a roll of 1-5 on 1d6. plus Common and Elvish. Furthermore. They can change color at will. Thereafter it moves at a speed of 10' and fights as a treant in all respects. but have large. they animate trees as reinforcements. they are bad tempered and prone to attacking smaller creatures that enter their territory. If a single titanothere is encountered. They normally stand 5 to 6 feet tall. It weighs about 4. Troglodytes are very intelligent lizardlike humanoid creatures. Appearing: Save As: Morale: Treasure Type: XP: 19 8* 2 fists 2d6/2d6 20' Wild 1d8. Lair 5d8 Fighter: 2 9 A 75 A treant is a large. Lair 1d8 Fighter: 8 9 C 945 A treant can animate trees within 180' at will. of Attacks: Damage: Movement: No. at least enough to say “Get away from my trees!” Treants prefer to watch potential foes carefully before attacking. Such trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. adults average 10' tall and 13' long. Treants have leaves of deep green in the spring and summer.875 A titanothere is a huge prehistoric animal. Treant Armor Class: Hit Dice: No.MONSTERS BASIC FANTASY RPG Titanothere Armor Class: Hit Dice: No. and males aggressively defend the herd. 118 . A treant’s legs fit together when closed to look like the trunk of a tree. it will be a rogue male. Treants speak their own language. In the fall and winter the leaves change to yellow.500 pounds. they gain a +2 attack bonus during any surprise round due to their excellent ambush skills. head. They have large red eyes and spiny “combs” on their legs. If sorely pressed. or red. and a motionless treant is nearly indistinguishable from a tree. roughly humanoid tree-man. they are herd animals. with a “trunk” about 2 feet in diameter. Troglodyte Armor Class: Hit Dice: No. Like rhinos. orange. A treant is about 30 feet tall. and arms. Most also can manage a smattering of just about all other humanoid tongues. controlling up to two trees at a time. of Attacks: Damage: Movement: No.

trolls are very agile. One out of every eight troglodytes will be a warrior of 4 Hit Dice (240 XP) that gains a +1 bonus to damage due to Strength. of Attacks: Damage: Movement: No. They appear sexless if examined. and their method of reproduction is a mystery. their arms dangle and drag along the ground. Those failing the save suffer a -2 penalty to attack rolls while they remain within range of the Troglodyte. there will be a troglodyte leader of 6 Hit Dice (500 XP) with an Armor Class of 17 and having a +2 bonus to damage due to Strength. after which a new save must be rolled. Note that the troll may “play dead” until it has regenerated further. or. mottled green and gray. Lair 1d8 Fighter: 6 10 (8) D 555 Trolls have the power of regeneration. they much prefer the sensation of flesh being rent by their teeth and claws. They prefer to attack with surprise. Damage from fire and acid cannot be regenerated. Troglodytes gain a +1 bonus to their morale if they are led by a warrior. Trolls walk upright but hunched forward with sagging shoulders. they heal 1 hit point of damage each round after being injured. A typical adult troll stands 9 feet tall and weighs 500 pounds. The results of the original save last a full 24 hours. For all this seeming awkwardness. All mammals (including. Getting out of range negates the penalty. troglodytes never fail a morale check as long as the leader is alive. the lost portion regrows in one turn. If a troll loses a limb or body part. all the standard character races) find the scent repulsive. of course. and must heal at the normal rate. the creature can reattach the severed member instantly by holding it to the stump. 119 . Troglodytes are very hostile. Wild 1d8. and those within 10 feet of the Troglodyte must make a saving throw versus poison. reveling in combat and bloodshed. Appearing: Save As: Morale: Treasure Type: XP: 16 6* 3 1d6/1d6/1d10 40' 1d8. The lower morale rating (in parentheses) is used when the troll faces attackers armed with fire or acid. A troll reduced to 0 hit points is not dead. but only disabled for 2d6 rounds. but renewed exposure reinstates the penalty. A troll’s rubbery hide is moss green.BASIC FANTASY RPG Troglodytes secrete a smelly oil that keeps their scaly skin supple. Their gait is uneven. In the lair. and when they run. attacking equal or weaker non-troglodyte groups on sight. MONSTERS Troll Armor Class: Hit Dice: No. a troll can only be killed by this sort of damage. Though trolls could easily use a variety of weapons. at which point it will regain 1 hit point. In lairs of 24 or greater. Trolls are hateful creatures. The hair is usually greenish black or iron gray. or putrid gray. depending on their color-changing ability for this.

Females are slightly smaller and slimmer than males. Alicorns cannot heal or transport themselves by magic as unicorns do. exactly as if wearing a ring of invisibility . of Attacks: Damage: Movement: No. A unicorn has deep sea-blue. The horn is a +3 magic weapon. Once per day a unicorn can transport itself 360' (as the spell dimension door). a heavy load.200 pounds. stands 5 feet high at the shoulder. A typical adult unicorn grows to 8 feet in length. Alicorns are as evil as unicorns are good. Appearing: Save As: Morale: Treasure Type: XP: Unicorn 19 4* 2 hooves/1 horn (+3 attack bonus) 1d8/1d8/1d6+3 80' Wild 1d6 Fighter: 8 7 None 280 Alicorn 19 4* 2 hooves/1 horn 2d4/2d4/2d6 70' Wild 1d8 Fighter: 6 9 None 280 Three times per day a unicorn can cast cure light wounds by a touch of its horn. up to 550 pounds. and weighs 1. 120 . orange or red eyes. An Alicorn resembles a unicorn in all details. or strike with their hooves. They either charge.MONSTERS BASIC FANTASY RPG Unicorn (and Alicorn) Armor Class: Hit Dice: No. or fiery gold eyes. However. though its power fades if removed from the unicorn. Males sport a white beard. and (if one gets close enough to see) pronounced. A light load for a unicorn is up to 300 pounds. but will try to avoid stronger parties. impaling foes with their horns like lances. alicorns may become invisible at will. sharp canine teeth. save that they always have yellow. violet. brown. using their razor-sharp horns and clawlike hooves as weapons. Unicorns normally attack only when defending themselves or their forests. Unicorns are horselike creatures having a single spirally-twisted horn in the middle of the forehead. They attack any weaker creatures for the sheer pleasure of killing. and can carry a full load (possibly including a rider) while doing so.

vampires can be easily recognized. although their features are often hardened and feral. but at a penalty of -2 due to the power of the charm.225 Vampires appear just as they did in life. R. If the victim dies from the energy drain. The bite inflicts 1d3 damage. A vampire can assume the form of a giant bat or a dire wolf at will. Like Hobgoblins. It can't use its other powers while in animal form. he or she will arise as a vampire at the next sunset (but not less than 12 hours later). and a vampire will generally choose to use a melee weapon (or even its bare hands) in combat rather than attempting to bite. Appearing: Save As: Morale: Treasure Type: XP: 18 to 20 7** to 9** (+8) 1 weapon or special 1d8 or by weapon or special 40' Fly 60' 1d6. gaining a bonus of +3 to damage when using melee weapons. The vampire regenerates a 1d6 hit points (if needed) for each energy level drained. blending in perfectly. Some Hobgoblin tribes consider Urgoblins an abomination. and like all undead are immune to sleep. 5d4 giant rats. The vampire will begin to regenerate 1d8 hours later. The flying movement listed is for the giant bat form.BASIC FANTASY RPG MONSTERS A vampire can charm anyone who meets its gaze. the vampire suffers a penalty of -5 to Armor Class due to the vulnerable position it must assume. and kill them whenever they can be identified. reportedly they slit the throats of all infants born to their mates. or a pack of 3d6 wolves (assuming any such creatures are nearby). Vampires command the lesser creatures of the world and once per day can call forth 10d10 rats. They speak any languages they knew in life. Vampires have great Strength. recovering 1 hit point per turn. but only one in four such offspring will share their father's gifts. S each. Spells is allowed to resist. Vampires spawned in this way are under the permanent control of the vampire who created them. Other Hobgoblin tribes employ them as bodyguards for the chieftain. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. the vampire is not destroyed. of Attacks: Damage: Movement: No. Lair 1d6 Fighter: 7 to 9 (as Hit Dice) 11 F 800 . and accord them great honor. so that only those who have the power of regeneration survive. though it may appear to be. 10d10 bats. They often embrace finery and decadence and may assume the guise of nobility.1. charm and hold spells. the vampire can use the normal attacks for that form. special in lair 100 These creatures appear to be normal Hobgoblins. In animal form. If using the bite attack. Wild 1d6. Urgoblin Armor Class: Hit Dice: No. urgoblins wear toughened hides and carry wooden shields into battle. with the predatory look of wolves. and charms already in effect continue in effect. requiring one round to complete the transformation. For this reason. Urgoblins are able to regenerate much as do Trolls (and have the same limitations). the bite is rarely used in combat. If reduced to 0 hit points in combat. but Urgoblins are actually a mutant subspecies. Vampires are unharmed by non-magical weapons. Despite their human appearance. Appearing: Save As: Morale: Treasure Type: XP: 14 (11) 2* 1 weapon 1d8 or by weapon 30' Unarmored 40' Special Fighter: 2 9 Q. for they cast no shadows and throw no reflections in mirrors. Vampire* Armor Class: Hit Dice: No. a save vs. This charm is so powerful that the victim will not resist being bitten by the vampire. There are even rumors of a tribe entirely made up of Urgoblins. with kidnapped Hobgoblin females as their mates. except that creatures summoned are still controlled. 3d6 giant bats. All Urgoblins are male. any offspring will also be male. if an Urgoblin mates with a female Hobgoblin. and resuming normal activity as soon as the first point is restored. of Attacks: Damage: Movement: No. then each round thereafter one energy level is drained from the victim. 121 .

short legs. of Attacks: Damage: Movement: No. crafty hunters. Appearing: Save As: Morale: Treasure Type: XP: 13 1 to 4 1 spray Stun Swim 30' Wild 1d4 Fighter: 1 to 4 (as Hit Dice) 10 None 25 . immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. it hangs on. They eat noisily. Wild 1d6. though not all giant ferrets are tame. toothy snouts.240 Giant water termites vary from 1' to 5' in length. Similarly. Exposing any vampire to direct sunlight disorients it: It can act for only one round and is destroyed utterly in the next round if it cannot escape. and those found in swamps range from 2-3 hit dice. Various humanoid races as well as some fairy creatures are known to tame giant ferrets for use as guards or war-animals. certain attacks can slay vampires. and surprise their prey on 1-3 on 1d6. There are many varieties of normal-sized weasel. Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it. and pointed. However. or by burning it completely in a funeral pyre. However. These things don’t harm the vampire – they merely keep it at bay. unless the body is destroyed. vampires have a number of weaknesses: Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. They attack using a noxious spray with a range of 5' which stuns the target for a full turn on a hit. Lair 1d6 Fighter: 5 8 V 360 Giant weasels resemble their more normally sized cousins. Poison is allowed to avoid the effect.MONSTERS For all their power. Driving a wooden stake through a vampire’s heart instantly slays the monster. rending with its teeth each round until the victim or the weasel is dead. or until the weasel fails a morale check (rolled normally) in which case it will let go of its victim and flee. hunting those creatures smaller than themselves. since these are by definition open to all. they recoil from a mirror or a strongly presented holy symbol. They may freely enter public places. Giant Armor Class: Hit Dice: No. having long bodies. it returns to life if the stake is removed. after this time. Appearing: Save As: Morale: Treasure Type: XP: 17 5 1 bite + hold 2d4 + 2d4 per round 50' 1d4. 122 . the primary concern regarding these monsters is the damage they can do to boats and ships. Similarly. 1-2 hit dice. as described above. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. the monster is full. The freshwater variety tend to be smaller. Giant (or Ferret. BASIC FANTASY RPG However. the giant weasel is thus called a giant ferret. Giant) Armor Class: Hit Dice: No. of Attacks: Damage: Movement: No. Vampires are also unable to cross running water. Weasel. Weasels of all sorts are cunning. Each creature can do 2d4 points of damage to a ship's hull per round (no roll required) for a number of rounds equal to 1d4 plus the creature's hit dice total. A stunned character can neither move nor take action for the remainder of the current round and all of the next one. a save vs. in some territories. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. by water or sunlight as described above. Water Termite. the saltwater variety 3-4 hit dice. although they can be carried over it while resting in their coffins or aboard a ship. The only distinction is that those which are tamed are always called ferrets. including several which are called ferrets. They are predatory animals. Once a giant weasel bites a living creature. These creatures are found in fresh and salt water as well as in swamps.

123 . and other whales. Striking a wight with a weapon does not count as “touching” it. Killer whales. of Attacks: Damage: Movement: No. Killer whales eat fish.875 Wight* Armor Class: Hit Dice: No. leaving them effectively stunned for 1d4 rounds. Appearing: Save As: Morale: Treasure Type: XP: 22 36* (+16) 1 bite or special 3d20 Swim 60' (20') Wild 1d3 Fighter: 8 7 None 18. Wight spawn are under the command of the wight that created them and remain enslaved until its death. of Attacks: Damage: Movement: No. Appearing: Save As: Morale: Treasure Type: XP: 19 12 (+10) 1 horn 2d6 Swim 60' Wild 1d4 Fighter: 6 8 Special 1. Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). A wight is about the height and weight of a human. squid. instead of biting.BASIC FANTASY RPG MONSTERS Whale. Wild 1d8. seals.000 These ferocious creatures are about 30 feet long. No saving throw is allowed. Lair 1d8 Fighter: 3 12 B 175 Narwhals are aquatic mammals resembling large dolphins with a single (or rarely. Whale. Wights do not possess any of the abilities they had in life. of Attacks: Damage: Movement: No. If a wight touches (or is touched by) a living creature. They are not particularly aggressive. Their real eyes are much smaller and located away from the fake eye-spots. Killer Armor Class: Hit Dice: No. No attack roll is required. and they are sometimes cut short and sold as “unicorn horns. Appearing: Save As: Morale: Treasure Type: XP: 15 † 3* 1 touch Energy drain (1 level) 30' 1d6. Appearing: Save As: Morale: Treasure Type: XP: 17 6 1 bite 2d10 Swim 80' (10') Wild 1d6 Fighter: 6 10 None 500 Whale. but a save vs. A wight’s appearance is a weird and twisted reflection of the form it had in life.” However. A sperm whale can emit as many such blasts of sound as it desires. with prominent white patches that resemble eyes. They prey on giant squid. Narwhals are found in cold northern seas. double) tusk protruding straight forward from the mouth. Sperm Armor Class: Hit Dice: No. A stunned character can neither move nor take action for the indicated duration. These creatures can be up to 60 feet long. of Attacks: Damage: Movement: No. Sperm whales can emit an invisible focused beam of sound 5' wide up to a 50' range underwater. but are not above consuming a meal of human or demi-human fare. they have no particular magical value. that living creature suffers one level of energy drain (as described in the Encounter section). are strikingly marked in black and white. Death Ray is allowed to resist. also called “orca” (both singular and plural). Narwhal Armor Class: Hit Dice: No. once per round. The tusk is helical in shape. This blast of sound disorients target creatures.

Appearing: Save As: Morale: Treasure Type: XP: 18 7* 1 bite/1 stinger or 2 talons/1 stinger 2d8/1d6 + poison or 1d10/1d10/1d6 + poison 30' (10') Fly 80' (15') Wild 1d6. having two legs and two wings. charm and hold magics. Wights are harmed only by silver or magical weapons. contrast this with true dragons. Lair 1d6 Fighter: 4 12 E 320 Wraiths are incorporeal creatures born of evil and darkness. about 9 feet long and weighing some 800 pounds. they cannot be harmed by non-magical weapons. Appearing: Save As: Morale: Treasure Type: XP: 15 ‡ 4** 1 touch 1d6 + energy drain (1 level) Fly 80' 1d4. BASIC FANTASY RPG Wolf Armor Class: Hit Dice: No. and take only half damage from burning oil. wights may be Turned by Clerics and are immune to sleep. Dire wolves are generally mottled gray or black. the grim silhouette of a wraith might appear armored or outfitted with weapons. and dark brown to gray. In some cases. A distant cousin to the true dragons. Lair 1d6 Fighter: 7 9 E 735 Wraith* Armor Class: Hit Dice: No. Wyvern Armor Class: Hit Dice: No. Lair 2d4 Fighter: 4 9 None 240 Save As: Morale: Treasure Type: XP: Wolves are pack hunters known for their persistence and cunning. charm and hold magics. they may be Turned by Clerics and are immune to sleep. Lair 3d6 Fighter: 2 8 None 75 Dire 14 4 1 bite 2d4 50' 1d4. Wild 2d4. which have four legs and two wings. When attacking they will make a loud hiss. Like all undead. the wyvern is a huge flying lizard with a poisonous stinger in its tail. 124 . Its wingspan is about 20 feet. Dire wolves are efficient pack hunters that will kill anything they can catch. They prefer to surround and flank a foe when they can. but are excellent predators with good hunting abilities. half that length is tail. or sometimes a deepthroated growl much like that of a bull alligator. They are built more like bats than lizards. A wyvern’s body is 15 feet long. of Attacks: Damage: Movement: No. A wyvern weighs about one ton. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life. of Attacks: Damage: Movement: No. of Attacks: Damage: Movement: No. Appearing: Normal 13 2 1 bite 1d6 60' 2d6. Due to their incorporeal nature.MONSTERS Like all undead. Wild 3d6. Wyverns are of animal intelligence.

several patches may grow adjacent to each other. A zombie never has Initiative and always acts last in any given round. a patch of this mold bursts forth with a cloud of poisonous spores. only victims weighing 300 pounds or less can be carried off. Each patch covers from 10 to 25 square feet. Appearing: Save As: Morale: Treasure Type: XP: 12 (see below) 2 1 1d8 or by weapon 20' 2d4. it may attempt to carry off its victim. If disturbed. Yellow Mold Armor Class: Hit Dice: No. clawing at its opponent with its talons and stinging it to death. 125 . A wyvern dives from the air. All within 10 feet of the mold will be affected by the spores and must save vs. MONSTERS Zombie Armor Class: Hit Dice: No. Wild 4d6 Fighter: 2 12 None 75 If a wyvern hits with both its talons. While flying with a victim. They take only half damage from blunt weapons. Appearing: Save As: Morale: Treasure Type: XP: Can always be hit 2* Spores See below 0 1d8 Normal Man N/A None 100 Zombies are the undead corpses of humanoid creatures. Zombies never fail morale checks. are very strong and must be literally hacked to pieces to “kill” them. charm and hold magics. Poison or die. of Attacks: Damage: Movement: No. Each patch can emit a cloud of spores once per day. Death Ray or take 1d8 points of damage per round for 6 rounds. This could mean a fall from a great height. they may be Turned by Clerics and are immune to sleep. A wyvern can slash with its talons only when making a flyby attack or when landing. and thus always fight until destroyed. and only a single point from arrows. but they move silently. As they are mindless. bolts or sling stones (plus any magical bonus). and the wyvern can only carry a victim for at most 6 rounds. it may be dropped.BASIC FANTASY RPG Wyverns attack nearly anything that isn’t obviously more powerful than themselves. the wyvern cannot make any further attacks against it. and will appear to be a single patch in this case. Any living creature hit by the wyvern's stinger must save vs. of Attacks: Damage: Movement: No. no form of mind reading is of any use against them. but of course if the victim makes a nuisance of itself (such as by injuring the wyvern). They are deathly slow. Like all undead. Sunlight renders yellow mold dormant.

He had opened a secret panel in the platform… and as I looked on. “tell me. roll percentile dice to see if that sort of treasure is found. Placed Treasures The Game Master is never required to roll for treasure. grasping the sword by the blade with my mailed glove so as to avoid touching the corpse.” All eyes seemed to be on me. To generate a random treasure. The skeletons were likely the only guardians in this tomb. “You just got in a bit of a hurry to try it. Special treasures are always placed. The long-dead chieftain didn't want to part with his weapon. gold and silver coins began to spill out. It felt good in my hand… I wondered what magic it might contain? Barthal's voice shook me out of my contemplation. “I don't see a trap.” “Indeed.TREASURE BASIC FANTASY RPG PART 7: TREASURE “Your idea was good. treasure may be placed. lying atop the mummified remains inside I saw a sword. Shaking bits of desiccated flesh from the hilt. Reluctantly I reached within. as well as unguarded treasures appropriate to various dungeon levels. as desired or needed for the purposes of the adventure. jewelry (and bejeweled art pieces).” answered Apoqulis. “but I doubt it. Too much gold (or other treasure which can be converted to gold) may make things too easy for the player characters. gold and jewels and magical items. “Jackpot!” Distribution of Treasure Some adventurers choose to adventure to battle evil. for example. Barthal cried out gleefully. the huge ruby set into the crossguard shone in the torchlight. a special magic item needed to complete an adventure would be placed. there. and work up as you gain experience. Random Treasure Generation The tables below describe the various treasure types assigned to monsters. Tables for the random generation of gems. I grasped the weapon properly and held it aloft. Darion. but after a bit of twisting I worked it loose. held in both bony hands with the point toward the corpse's feet. “Look here!” he said. or random treasures amended.” I said. “Barthal. remember that you can always give more treasure. roll the indicated dice to determine how much. If you are a novice Game Master. too many magic items may also make things too easy. and magic items are provided after the main treasure tables.” I said. feeling foolish. a larger than average treasure assigned to a smaller than average lair of monsters might need to be reduced. but it can be difficult to drain treasure from the party without angering the players… particularly if you use heavy-handed methods. It is up to the Game Master to decide how much treasure he or she wishes to allow into the campaign. If so. peering around within. Similarly. Start small. For instance. Adjusting Treasure Awards There will be many cases where random treasure generation is not the best method to employ. while other seek to attain glory or power… but others go in search of treasure. 118 . is it safe to reach within?” The Halfling climbed up onto the edge of the platform and leaned over the sarcophagus. will rise up if you touch his sword?” “He might. The golden blade was untarnished. and I looked down. where a percentage chance is given. “Do you think the dead one. though I found myself sorely tempted. rather. Below is the information the Game Master will need to satisfy the greedy. I didn't reach for it.” he remarked after careful study. find the indicated treasure type and read across. I looked into the sarcophagus.” said Morningstar after we had turned the sarcophagus lid halfway around.

BASIC FANTASY RPG TREASURE Treasure Types Lair Treasures 100's of Type Copper A 50% 5d6 B C D E F 75% 5d10 60% 6d6 30% 4d6 30% 2d8 None 100's of Silver 60% 5d6 50% 5d6 60% 5d4 45% 6d6 60% 6d10 40% 3d8 100's of Electrum 40% 5d4 50% 5d4 30% 2d6 None 50% 3d8 50% 4d8 100's of Gold 70% 10d6 50% 3d6 None 90% 5d8 50% 4d10 85% 6d10 100's of Platinum 50% 1d10 None None None None 70% 2d8 Gems and Jewelry 50% 6d6 50% 6d6 25% 1d6 25% 1d6 25% 1d4 25% 1d4 30% 1d8 30% 1d8 10% 1d10 10% 1d10 20% 2d12 10% 1d12 Magic Items 30% any 3 10% 1 weapon or armor 15% any 1d2 20% any 1d2 + 1 potion 30% any 1d4 + 1 scroll 35% any 1d4 except weapons + 1 potion + 1 scroll 50% any 1d4 + 1 scroll 20% any 1d4 + 1 potion + 1 scroll 15% any 1 None None None None 40% 2d4 potions 50% 1d4 scrolls G H None 75% 8d10 None 75% 6d10x10 None 75% 3d10x10 90% 4d6x10 75% 5d8x10 75% 5d8 75% 9d8 25% 25% 50% 50% 3d6 1d10 1d100 10d4 I J K L M N O None 45% 3d8 None None None None None None 45% 1d8 90% 2d10 None None None None None None 35% 1d8 None None None None None None None None 90% 4d10 None None 80% 3d10 None None None 90% 2d8x10 None None 50% 2d6 50% 2d6 None None None None 50% 1d4 None 55% 5d4 45% 2d6 None None None None Individual Treasures Pieces of Type Copper P 3d8 Q R S T U V None None None None 50% 1d20 None Pieces of Silver None 3d6 None None None 50% 1d20 25% 1d20 Pieces of Electrum None None 2d6 None None None 25% 1d20 Pieces of Gold None None None 2d4 None 25% 1d20 50% 1d20 Pieces of Platinum None None None None 1d6 None 25% 1d20 Gems and Jewelry None None None None None None None None None None 5% 1d4 5% 1d4 10% 1d4 10% 1d4 Magic Items None None None None None 2% 5% Any 1 Any 1 119 .

roll for each gem. roll the indicated die to see how many such gems are in the hoard. 2d6 2 3 4 5-9 10 11 12 Value Adjustment Next Lower Value Row 1/2 3/4 Normal Value 1. below. at the GM's option). but if the number is large (10 or more. see the Game Master section. This is why there is no die result given in the table above for Jewel. etc. d% 01-06 07-12 13-14 15-21 22-27 28-32 33-37 38-40 41-42 43-47 48-51 52 53-55 Type Anklet Belt Bowl Bracelet Brooch Buckle Chain Choker Circlet Clasp Comb Crown Cup d% 56-62 63-65 66-68 69-73 74-77 78-80 81-82 83-89 90 91-95 96 97-99 00 Type Earring Flagon Goblet Knife Letter Opener Locket Medal Necklace Plate Pin Sceptre Statuette Tiara The values of gems vary from the above for reasons of quality. The table below can be used to generate descriptions of the items themselves. at his or her option. size. a Gem can become a Jewel. If the number generated in the main table above is small. for advice on placement of unguarded treasure. on a roll of 12 on the table below. d% Type Base Value in Gold Pieces 10 50 100 500 1000 5000 Number Found 1d10 1d8 1d6 1d4 1d2 1 d% 01-10 11-20 21-28 29-38 39-45 46-54 55-60 61-65 Gem Type Greenstone Malachite Adventurine Phenalope Amethyst Flurospar Garnet Alexandrite d% 66-70 71-75 76-79 80-89 90-94 95-97 98-00 Gem Type Topaz Bloodstone Sapphire Diamond Fire Opal Ruby Emerald 01-20 21-45 46-75 76-95 96-00 Ornamental Semiprecious Fancy Precious Gem Jewel Standard items of jewelry are valued at 2d8x100 gp value. after each roll for Type and Base Value.5 Times 2 Times Next Higher Value Row 120 . The GM may use the table below to adjust the values of the gems in the hoard.TREASURE BASIC FANTASY RPG Unguarded Treasures Level 100's of Copper 1 75% 1d8 2 3 50% 1d10 30% 2d6 100's of Silver 50% 1d6 50% 1d8 50% 1d10 50% 2d6 50% 3d6 50% 5d6 100's of Electrum 25% 1d4 25% 1d6 25% 1d8 25% 1d10 25% 1d12 25% 2d8 100's of Gold 7% 1d4 20% 1d6 50% 1d6 50% 2d6 70% 2d8 75% 4d6 100's of Platinum 1% 1d4 2% 4% 8% 1d4 1d4 1d4 Gems and Jewelry 7% 1d4 3% 1d4 10% 1d6 7% 1d4 15% 1d6 7% 1d6 20% 1d8 10% 1d6 30% 1d8 15% 1d6 40% 1d8 30% 1d8 Magic Items 2% 5% 8% Any 1 Any 1 Any 1 4-5 20% 3d6 6-7 15% 4d6 8+ 10% 5d6 12% Any 1 16% Any 1 20% Any 1 15% 1d4 30% 1d4 Note: Unguarded treasures should be rare. Gems and Jewelry Use the tables below to determine the base value and number found when gems are indicated in a treasure hoard.

Staff. -1 instead of +1).g. roll on the Weapon Bonus tables. AC 11 ** * If Cursed armor is rolled. or Rod Miscellaneous Magic d% Roll Weapon Bonus Melee Missile Bonus 01-40 01-46 +1 41-50 47-58 +2 51-55 59-64 +3 56-57 +4 58 +5 59-75 65-82 +1.. ignore the special ability roll. d% Armor Type 01-09 Leather Armor 10-28 Chain Mail 29-43 Plate Mail 44-00 Shield d% Armor Bonus 01-50 +1 Next. 51-80 +2 81-90 +3 91-95 Cursed * 96-00 Cursed.BASIC FANTASY RPG TREASURE Magic Item Generation Determine the sort of item found by rolling on the following table: Any 01-25 26-35 36-55 56-85 86-90 91-95 96-00 Weapon Any Exc. 121 . 1d6 1 2 3 1d20 01-09 10-11 12 13-16 17-19 20 Special Enemy Dragons Enchanted Lycanthropes 1d6 4 5 6 Special Enemy Regenerators Spell Users Undead Magic Weapons First. +2 vs. roll d% on the following table to determine the weapon type: d% 01-02 03-09 10-11 12-19 20-27 28-31 32-35 36-43 44-47 48-59 60-65 66-79 80-81 82-83 84-86 87-94 95 96 97 98-00 Weapon Type Great Axe Battle Axe Hand Axe Shortbow Shortbow Arrow Longbow Longbow Arrow Light Quarrel Heavy Quarrel Dagger Shortsword Longsword Scimitar Two-Handed Sword Warhammer Mace Maul Pole Arm Sling Bullet Spear Special Ability Casts Light on Command Charm Person Drains Energy Flames on Command Locate Objects Wishes Magic Armor Generate the type and bonus of each item of magic armor on the tables below. generally multiple rolls on the Special Ability table should be ignored when rolled. Special Enemy 76-85 83-94 +1. ** This armor has AC 11 but appears to be +1 when tested. +3 vs. -1* 99-00 99-00 Cursed. or Armor Weapons 01-70 71-00 01-12 13-40 41-79 80-86 87-93 94-00 Type of Item Weapon Armor Potion Scroll Ring Wand. -2* * If cursed weapons are rolled along with special abilities. Follow the directions given if a roll on the Special Enemy or Special Ability tables are indicated. roll again and reverse the bonus (e. Special Enemy 86-95 Roll Again + Special Ability 96-98 95-98 Cursed.

TREASURE BASIC FANTASY RPG Potions d% 01-03 04-07 08-10 11-13 14-16 17-19 20-22 23-25 26-32 Type Clairaudience Clairvoyance Control Animal Control Dragon Control Giant Control Human Control Plant Control Undead Delusion d% 33-35 36-39 40-43 44-47 48-51 52-55 56-59 60-63 64-68 Type Diminution ESP Fire Resistance Flying Gaseous Form Giant Strength Growth Healing Heroism d% 69-72 73-76 77-80 81-84 85-86 87-89 90-97 98-00 Type Invisibility Invulnerability Levitation Longevity Poison Polymorph Self Speed Treasure Finding Scrolls d% 01-03 04-06 07-08 09 10-15 16-20 21-25 26-29 30-32 33-34 35 36-40 41-46 47-56 57-61 62-75 76-85 86-89 90-92 93-00 General Type Cleric Spell Scroll (1 Spell) Cleric Spell Scroll (2 Spells) Cleric Spell Scroll (3 Spells) Cleric Spell Scroll (4 Spells) Magic-User Spell Scroll (1 Spell) Magic-User Spell Scroll (2 Spells) Magic-User Spell Scroll (3 Spells) Magic-User Spell Scroll (4 Spells) Magic-User Spell Scroll (5 Spells) Magic-User Spell Scroll (6 Spells) Magic-User Spell Scroll (7 Spells) Cursed Scroll Protection from Elementals Protection from Lycanthropes Protection from Magic Protection from Undead Map to Treasure Type A Map to Treasure Type E Map to Treasure Type G Map to 1d4 Magic Items Rings d% 01-06 07-12 13-19 20-30 31-33 34-44 45-57 58-66 67-70 71 72-73 74-75 76-81 82-83 84-90 91-97 98 99-00 Type Control Animal Control Human Control Plant Delusion Djinni Summoning Fire Resistance Invisibility Protection +1 Protection +2 Protection +3 Regeneration Spell Storing Spell Turning Telekinesis Water Walking Weakness Wishes X-Ray Vision 122 .

Staves and Rods d% 01-08 09-13 14-17 18-28 29-30 31-34 35 36-40 41-45 46-50 51-55 56-60 61-65 66-73 74-79 80-84 85-92 93-00 Type Rod of Cancellation Snake Staff Staff of Commanding Staff of Healing Staff of Power Staff of Striking Staff of Wizardry Wand of Cold Wand of Enemy Detection Wand of Fear Wand of Fireballs Wand of Illusion Wand of Lightning Bolts Wand of Magic Detection Wand of Paralyzation Wand of Polymorph Wand of Secret Door Detection Wand of Trap Detection Miscellaneous Magic Items d% 01-04 05-06 07-12 13-17 18-22 23-27 28 29 30-35 36 37-39 40-43 44-45 46 47 48-54 55-61 62-63 64-70 71-72 73-78 79 80 81 82-90 91 92-96 97-99 00 Type Amulet of Proof against Detection and Location Bag of Devouring Bag of Holding Boots of Levitation Boots of Speed Boots of Traveling and Leaping Bowl Commanding Water Elementals Brazier Commanding Fire Elementals Broom of Flying Censer Commanding Air Elementals Cloak of Displacement Crystal Ball Crystal Ball with Clairaudience Drums of Panic Efreeti Bottle Elven Boots Elven Cloak Flying Carpet Gauntlets of Ogre Power Girdle of Giant Strength Helm of Reading Languages and Magic Helm of Telepathy Helm of Teleportation Horn of Blasting Medallion of ESP Mirror of Life Trapping Rope of Climbing Scarab of Protection Stone Commanding Earth Elementals 123 .BASIC FANTASY RPG TREASURE Wands.

Only the character holding or wearing a magic item may activate it. A character that has been gagged or silenced may not activate a magic item which requires a command word. wear a ring. wearing two rings on the same hand normally results in both rings failing to operate. Some items are activated just by using them. Command word activation means that a character speaks the word and the item activates. and an additional +1 bonus (in addition to the weapon's normal bonus) is added to damage when fighting 124 . For instance. More often. The effect remains until the command is given again. although sometimes activation simply means putting a ring on your finger. swing a sword. the risk of accidental activation is less significant for such items. up to 2d4 levels can be drained by a weapon with this power. unless the benefit of the item comes automatically. If no activation method is suggested either in the magic item description or by the nature of the item. If a character wears more items of a given type than would normally be practical. Learning the command word for an item may be easy (sometimes the word is actually inscribed on the item) or it may be difficult. Casts Light on Command: By drawing the weapon and uttering a command word. a character has to drink a potion. Note. it must be activated. This power may be used as often as desired. In the case of rings. or don a cloak. For example. Such items magically adjust themselves for wearers from as small as Halflings to as large as Humans. or some other means of discovery. Sheathing or laying down the weapon. Magic Weapons Magic weapons are created with a variety of powers and will usually aid the wielder in combat. wear one necklace and carry one shield at a time. all damage done by the weapon is treated as fire damage.TREASURE BASIC FANTASY RPG Explanation of Magic Items Using Magic Items To use a magic item.) The target creature is allowed saving throws just as described in the spell description. or speaking the command word again. assume that a command word is needed to activate it. but when this is the case. the wielder may cause it to glow. size is not usually an issue. or until the weapon is dropped or sheathed. (The wielder's gaze does not have to be met for the spell to be cast. A command word can be a real word. You must know (or at least guess) what the item can do and then use the item in order to activate it. Activation of these items is generally straightforward and self-explanatory. Flames on Command: Upon command. the weapon will be sheathed in fire. wearing a cursed ring would prevent another magic ring from being worn and used on that hand. When an article of magic armor. No other special knowledge is needed. A magical weapon's bonus is applied to all attack and damage rolls made with the weapon. dispels the effect. it will then shed light with the same radius as a light spell. the command word is some seemingly nonsensical word. once donned. requiring the services of a powerful wizard or sage. but the curse would not be lifted by donning a second magic ring. the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. the items will usually fail to function due to interference with one another. Note that many magic items must be held in the hand (or otherwise specially handled or worn) to be used. For example. or a word or phrase from an ancient language no longer in common use. as if by an 8th level Magic-User. Some items. a character can normally only wear one suit of armor. clothing or jewelry (including a ring) is discovered. by brandishing the weapon. as described under Energy Drain in the Encounter section. The GM may create “primitive” items lacking this power if he or she wishes. for instance. This effect is called accommodation. that this limitation can not be used to disable cursed magic items. however. such as from drinking a potion or swinging a sword. a character may wear one magical ring per hand. you automatically know what it can do. Generally only one magical item of a given type may be worn at the same time. The fire does not harm the wielder. after which time the weapon loses this power but retains any other magical effects or bonuses. interpose a shield to deflect a blow in combat. speaking a command word and gazing at the target creature. This doesn’t mean that if you use such an item. While it flames. Charm Person: This power allows the wielder to cast charm person once per day. Drains Energy: A weapon with this power drains one life energy level on a hit. function constantly.

magical protection to the wearer. having a movement rate of 10'. There are two possible forms the curse may take: Obsession and Affliction. The second type is much worse. Undead would provide +1 attack and damage against giant rats. once the wearer is hit in combat.e. only a remove curse spell. it only provides Armor Class 11. for example. In general. up to a maximum 60' away. When used against that specific enemy. Dexterity and shield bonuses still apply. Control Dragon: This potion functions like a control human potion. and instructions are given in the Game Master section regarding this. 125 . Cursed armor cannot be removed from the wearer once the curse is proven. only the largest plants can do any real harm. The curse causes the afflicted character to be unable to get rid of the weapon.BASIC FANTASY RPG trolls. the character wielding the weapon will believe it is a bonus and refuse to use any other weapon in combat. Wishes: Weapons with this power have the ability to grant 1d4 wishes. Locate Objects: This power allows the wielder to cast the spell locate object once per day. treants. for regardless of the type. The GM must adjudicate all wishes. Obsession: Regardless of how severe the penalty is. however. +3 vs. so a sword +1. Affected plant creatures Magic Armor Magic armor (including shields) offers improved. Clairvoyance: This potion grants the imbiber the effect of the clairvoyance spell. Affliction: The character knows the weapon is cursed as soon as he or she uses it in combat. or some more powerful magic (such as a wish). Cursed Weapons inflict a penalty to the wielder's attack rolls. Special Enemy: These weapons are created to combat a specific sort of creature. Control Giant: This potion functions like a control human potion. as rolled on the Weapon Bonus table. Normal plants become animated. If the charm is resisted. Control Human: This potion allows the drinker to charm a human. Plate Mail -1 grants Armor Class 16. nonmagical animals. as rolled on the Magic Armor table. any attempt to throw it away fails. no saving throw). or humanoid by gazing at them. the character receives a saving throw vs. After these wishes have been made. The GM may decide which to use at his or her option. as if by an 8th level Magic-User. the remove curse spell needed to rid the character of the weapon will be unopposed (i. magic armor grants the normal Armor Class for its type. the drinker can attempt to charm up to two more targets before the potion’s benefit is exhausted. TREASURE There are two varieties of cursed armor: Cursed Armor -1 and Cursed Armor AC 11. It casts light and burns just as if it were a torch. but as he or she will believe the weapon is the best magical weapon ever. the weapon loses this power. In this case. and obey the drinker's commands. Clairaudience: This potion enables the drinker to hear sounds in another area through the ears of a living creature in that area. the second listed bonus applies instead of the first. This effect otherwise functions just as the spell clairvoyance. The first variety's AC is reduced by the rolled penalty. but affects only giants. the curse cannot be detected by any means other than wearing the armor in combat. that is. a potion grants its benefits for 1d6+6 turns (even if the duration of an associated spell is longer or shorter). Unless otherwise noted. A remove curse spell is the only way to rid a character of such a weapon. but affects only normal. attacking with a +0 attack bonus and inflicting 1d4 points of damage per hit. for example. Control Animal: This potion functions like a control human potion. plus the magical armor bonus. as rolled on the Special Ability table. like any other magic armor. will enable the wearer to remove it. Potions A potion is an elixir concocted with a spell-like effect that affects only the drinker. and other creatures especially vulnerable to fire. The armor will detect as magical. Spells to resist. Control Plant: This potion grants the drinker control over one or more plants or plant creatures within a 10' square area up to 50' away. Once the curse has taken effect. but affects only dragons. as the weapon magically appears back in the character's hand whenever he or she tries to draw any other weapon. but +3 attack and damage rolls against zombies. demi-human. If ordered to attack. but retains any other bonuses and powers. The effect functions like the charm person spell. Plate Mail +2 provides an Armor Class of 19.

in which case each drink lasts 1d4+1 turns. A gaseous creature can fly at a speed of 10'. Control Undead: This potion grants the drinker command of 3d6 hit dice of undead monsters. and can throw large stones just as a stone giant can. but may be able to slip under doors or into cracks and has a 90% chance of moving about undetected (both in terms of sound and vision). any that remain when the potion expires are simply lost. The drinker's weight is divided by 1. and damage received is deducted from those hit dice first. Delusion: This cursed potion will appear. Levitation: This potion grants the power of the spell levitate. this makes an armed warrior weigh less than 2. When imbibed. BASIC FANTASY RPG Growth: The drinker of this potion (with all equipment worn or carried) becomes twice normal height and eight times normal weight.728. and which may only be used once. gemstones and magic items are not detected. This potion may be quaffed in thirds. Poison: This isn't a potion at all. electrum. 126 . the potion may be quaffed in thirds. Fighters of less than 3 rd level gain +3 to attack bonus as well as gaining 3 hit dice. it's a trap.5 ounces. For the duration. the drinker gains a bonus of +5 on attack and damage rolls with melee or thrown weapons. and behave as if under a charm monster spell. to be one of the other potions (other than poison). the characters burn away as the words are read. but still receive +1 to attack bonus. silver. but must wait for the potion to expire. and can pass through small holes or narrow openings. The drinker also loses supernatural abilities while in gaseous form. Longevity: The drinker of this potion becomes younger by 1d10 years. Gaseous Form: The drinker and all of his or her gear become insubstantial. freewilled undead act as if under a charm person spell. The drinker must save vs. however. This potion specifically detects platinum. Fighters of 4th to 5th level gain +2 to attack bonus and 2 hit dice. even those brought along when the potion was imbibed. Flying: This spell grants the power of the spell fly. and can’t enter water or other liquid. Fighters of 8 th level or higher.TREASURE (who fail to save vs. The gaseous creature is subject to the effects of wind. in which case each drink lasts 1d4+1 turns. Heroism: This potion improves the fighting ability of the drinker. He or she becomes immune to non-magical weapons. Giant Strength: This potion grants the imbiber the Strength of a giant. Treasure Finding: The imbiber of this potion will immediately know the direction and approximate distance to the largest treasure hoard in a 300' spherical radius. The drinker cannot resume material form at will. but the illusion will be swiftly exposed… Diminution: This potion reduces the drinker and all items worn or carried to one-twelfth of his or her original height (so that a 6' tall character becomes 6” tall). gaining +5 on attack and damage rolls. Speed: This potion gives the drinker the benefits of the spell haste. Fighters of 6th or 7th level gain +1 to attack bonus and 1 hit die. Invulnerability: This potion grants a bonus of +2 to Armor Class. The imbiber can’t attack or cast spells while in gaseous form. gold. ESP: This potion grants the power of the spell of the same name. A save vs. and has an Armor Class of 22 vs. Fire Resistance: This potion grants the imbiber the power of the spell resist fire. as long as the potion persists. and copper. The affected creature cannot make an effective attack against any creature bigger than a house cat. the drinker will briefly believe he has received the benefits of the “other” potion. Invisibility: This potion makes the imbiber invisible (as the spell). Scrolls Most scrolls contain some sort of magic which is activated when read. Objects cannot be manipulated in this form. Spells) can understand the drinker. Hit dice gained are only temporary. even mere cracks. as well as non-Fighter class characters. if tested or analyzed. Mindless undead follow the drinker's commands exactly. misty. Spells is allowed to resist the effect. Poison or die. magical weapons. The enlarged character is treated as having the Strength of a Stone Giant (but without the rock-throwing ability). and translucent. gain no hit dice. Polymorph Self: This potion grants the power of the spell of the same name. even if only a sip was imbibed. Healing: The imbiber of this potion receives 1d6+1 hit points of healing (as the spell cure light wounds).

the circle is broken and the warded creatures may freely attack. so Aura has a chance of failure of 10% (she doesn't know the spell) plus 20% (2 nd level maximum vs. The wearer can use this power once per round. the wearer may choose to end the effect for one or more controlled creatures at any time. 2nd level spells. Aura the 3rd level Magic-User attempts to cast polymorph self from a scroll. Aura is able to cast. The GM is encouraged to be creative when creating curses. save that the 10% penalty assigned for not knowing the spell does not apply. and the effect lasts indefinitely thereafter. at most. Protection Scrolls can be read by any character class. though of course the same spell may appear multiple times on a single scroll. For example. for each spell level of difference. merely glancing at the text is enough to inflict the curse. add 10% to the chance of failure. If a spell on a scroll is of higher level than the highest level spell the Magic-User can cast. however. but cursed scrolls can contain more powerful or inventive curses at the GM's discretion. It need not be read completely. as determined by the GM (though a save vs. As with the other protection scrolls. Spell Scrolls: Spell Level d% 01-30 31-55 56-75 76-88 89-97 98-00 Level of Spell 1st 2nd 3rd 4th 5th 6th TREASURE in the Character section for details). Clerics suffer the same chance of failure as do Magic-Users. Control Animal: The wearer of this ring can charm up to 6 hit dice of animals. Spells should usually be allowed). When read. so the Cleric merely needs to know the language in which the scroll is written in order to use it. but excluding fantastic creatures as well as anything more intelligent than a dog or cat). 4th level spell). Only a Cleric can use a Clerical scroll. They must be created by the GM. Rings A ring is a circular metal band worn on the finger (no more than one ring per hand) that has a spell-like power (often a constant effect that affects the wearer). at will. as they protect against magic spells and items rather than creatures. assuming the character can read the language the scroll is written in (see the notes under Language 127 . Normal protection scrolls last for 2 turns after being read. targeting any animal within 60' that he or she can see. Magic-Users must cast read magic on a spell scroll before being able to use it. there is a 10% chance the spell will fail. the circle created by this scroll moves with the reader. The wearer may choose to end the effect for one or more controlled creatures at any time. Any creature other than the sort the scroll wards may enter. in order to “free” enough hit dice to control a new target. including of course the allies of the scroll-reader. Control Human: The wearer of this ring may cast the spell charm person at any target he or she can see within 60'. Control Plant: The wearer of this ring may create an effect equivalent to a potion of plant control at will. The effect lasts as long as the A Cursed Scroll inflicts some curse upon whoever reads it. for a total of 30%. each scroll needs to be treated in this way just once. The circle moves with the reader. The effect works much like a charm person spell. although he or she may delay creating the map until the characters can actually use it. who are themselves protected so long as they remain entirely within the circle. Clerical scrolls are written in a normal language (being just specially enchanted prayers). Use the table below to determine the spell level of each spell on a scroll. affecting plants or plant creatures within 60' that he or she can see. Each spell can be used just once. determined by the GM as desired. A saving throw may or may not be allowed. but only affects animals (including giant-sized animals. but cannot control more than 6 hit dice of creatures at a time. The treasure indicated on the map will normally be guarded by some sort of monster. If any creature within the circle performs a melee attack against any of the warded creatures. the spell bestow curse (the reverse of remove curse) can be used for inspiration. and only a Magic-User can use a Magic-User scroll. preventing the warded creatures from entering. Protection from Magic scrolls are special.BASIC FANTASY RPG Spell Scrolls are enchanted with one or more Cleric or Magic-User spells (never both sorts on the same scroll). in order to “free” enough hit dice to control a new target. No magical effect can cross the 10' circle of protection in either direction for 1d4 turns. in fact. If a Magic-User attempts to cast a spell from a scroll. and he or she does not know that spell. Treasure Maps are generally non-magical. a protection scroll creates a 10' radius protective circle around the reader. Polymorph self is a 4th level spell. The wearer can activate the power at will.

but the protection works continually. Protection: This ring offers continual magical protection in the form of a bonus to the Armor Class of the wearer (varying from +1 to +3 as shown on the table). Djinni Summoning: This ring serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. The effect may be used as many times per day as the wearer wishes. but lasts only as long as the wearer concentrates on it. The GM must adjudicate all wishes. The ring magically imparts to the wearer the names of all spells stored within it. A saving throw is allowed just as for the potion. as the spell. but not a fireball. only damage taken while wearing the ring is regenerated. A BASIC FANTASY RPG ring found in a treasure hoard may be completely charged. the ring may not be reactivated for one full turn. back at the caster. but not area effect spells. The ring may be used three times per day. ice. including the weakness with respect to acid and fire damage. at the GM's option. Spell Storing: A ring of spell storing contains a number of Magic-User spells that the wearer can cast. or otherwise move across the surface as if it were normal ground. exactly as described in the description of the troll. The invisibility effect otherwise lasts for 24 hours. and instructions are given in the Game Master section regarding this. Invisibility: By activating this simple silver ring. X-Ray Vision: On command. the djinni appears on the next round. Whoever wears it believes it is working. Molten lava will still cause the wearer damage from the heat since he or she is still near it. X-ray vision can penetrate 1 foot of stone. 128 . 1 inch of common metal. Water Walking: This ring allows the wearer to walk on any liquid as if it were firm ground. Regeneration: This ring grants the wearer the power of regeneration. snow. run. as if cast by a 12th level Magic-User. the ring becomes nonmagical and worthless. Vision range is 20 feet. but never for more than 1 hour per day. However. d% 01-24 25-48 49-67 68-81 82-91 92-96 97-00 # of Spells 1 2 3 4 5 6 7 d% 01-30 31-55 56-75 76-85 86-97 98-00 Level of Spell 1st 2nd 3rd 4th 5th 6th Spell Turning: This ring reflects spells cast directly at the wearer. and even lava can be traversed easily. A ring of spell storing must be recharged with the same spells that were placed into it when it was made. and each use lasts at most one turn (or until the wearer ceases to concentrate upon it). It will reflect up to 2d6 spells before its power is exhausted. or up to 3 feet of wood or dirt. since the wearer’s feet hover an inch or two above the surface.TREASURE wearer remains within 60' of the plants or plant creatures. Any class may wear and use this ring. and what levels they are. Fire Resistance: The wearer of this ring receives protection as the spell resist fire. Wishes: A ring of wishes contains the power to grant wishes to the wearer. this ring gives its possessor the ability to see into and through solid matter. the only way to rid a character of this cursed item is with the spell remove curse. in fact. When the ring is rubbed. and behaves thus (so a character who believes he is wearing a ring of invisibility will believe himself to actually be invisible). Unlike the potion of the same name. so a ring of two spell storing containing fireball and fly can only be recharged with those two spells. The ring can only be removed with remove curse. oil. This bonus is also applied to the wearer's saving throw die rolls. If the djinni of the ring is ever killed. or partially charged. Delusion: This ring appears to be some other sort of ring (roll again on the rings table to determine what sort). 1d4 wishes will remain within the ring when it is found. the wearer can benefit from invisibility. Weakness: Whoever puts this ring on is cursed. Telekinesis: The wearer of this ring can use the power of the spell telekinesis . with the viewer seeing as if he were looking at something in normal light even if there is no illumination. running water. The wearer can walk. or discharged. The djinni faithfully obeys and serves the wearer of the ring. the ring's effect is not dispelled by the wearer taking damage. so a hold person spell would be reflected. his or her Strength score is reduced immediately to 3. Mud. If the invisibility is dispelled (as described for the spell). but it can only be recharged by a Magic-User casting the appropriate spell into it. quicksand. A table is provided below to determine how many spells. Thicker substances or a thin sheet of lead or gold blocks the vision. Each spell has a caster level equal to the minimum level needed to cast that spell.

All charges currently in the staff are instantly released in a 30' radius. and expenditure of three charges adds 3d6 damage. in which case it returns to his or her hand and returns to staff form. and conjure elementals (as the spell. All within the area. Drained items are only restorable by a wish. if killed in snake form. its shaft straight and smooth. If the weapon is not successfully used after the command word has been spoken. it cannot be used for a retributive strike. Alternately. moves 20' per round and has 20 hit points. Expenditure of one charge adds 1d6 damage to the weapon's next strike. and telekinesis (as the ring. including the wielder. but is treated as a +1 weapon with respect to what sorts of monsters it can hit (and is usable by any class in that mode). continual light . Staff of Wizardry: This staff is equivalent to the staff of power . Wands are generally usable only by MagicUsers. A rod is a scepter-like item with a special power unlike that of any known spell. but on the Magic Wands column rather than the Spells column. Staves are usable only by MagicUsers. or the lowest level caster who could cast that spell (whichever is higher). Rods are normally usable by any class. a wand found in a treasure hoard will have 2d10 charges remaining. Staff of Striking: This staff has no attack bonus. If the item is held by a creature. the magic is destroyed and it turns into a broken stick. unless otherwise stated. the rod itself becomes brittle and cannot be used again. and can be used exactly as a staff of striking . Saving throws are rolled as normal. assume the spell functions as if cast by a 6 th level caster. unless a save vs. Staves and Rods A wand is a short stick. an attack roll is needed to touch it. Wand of Cold: This wand generates a conical blast of cold doing 6d8 damage (save vs. Wand of Enemy Detection: The effect of this wand is to make all enemies of the user within 60' glow with a greenish white light for one round. Spell effects generated by a staff operate at 8th level. The cone spreads from the tip of the wand to a width of 30' at a distance of 40' away. The staff may be used any number of times per day. lasting at most 1d6 turns).BASIC FANTASY RPG TREASURE Staff of Commanding: This staff can cast charm person and charm monster spells. A staff of power can be used for a retributive strike. This staff's primary power may only be used if wielded by a Cleric: By uttering a command word. and each use of the wand depletes one of those charges. web. It also returns in this way when the duration expires. Staff of Healing: This staff can heal 1d6+1 hit points per charge expended. for 6d6 damage). Spells is made. and can grant a power equivalent to a potion of plant control . A newly created staff has 30 charges. Each function uses one charge. The snake may be recalled by the user at any point. imbued with the power to cast a specific spell or spelllike effect. and has the following powers as well: invisibility . doing 1d6 damage per charge remaining (save vs. 129 . or the lowest caster level the spell could be cast by. expenditure of two charges adds 2d6. or if the save is made. whichever is higher. fireball (6d6 damage). A staff found in a treasure hoard will have 3d10 charges remaining. Spells for half damage). as the spell cure light wounds. It is usually topped with a glistening gem. it remains a +2 walking staff. Staff of Power: This is a very potent magic item. This staff is only usable by a Cleric. unless otherwise noted. requiring it to be broken by its wielder. The staff is also a +2 walking staff. the user may command the staff to transform into a constrictor snake (instead of causing damage) on a successful hit. except where noted. passwall. A newly created wand has 20 charges. the effect dissipates after one turn. Upon draining an item. any hit points of damage taken are healed completely when the snake returns to staff form. are affected by this. but conjuring staff elementals as described in the Monsters section). nor cause any damage. A staff has a number of different (but often related) spell effects. with offensive and defensive abilities. Rod of Cancellation: This dreaded rod is a bane to magic items. for its touch drains an item of all magical properties. Once empty of charges. Even hidden or Wands. the staff can cast cure disease. After all charges are used up from the staff. above. generally 12 to 18 inches long. If a wand generates an effect equivalent to a spell. Snake Staff: This item is a walking staff +1. Magic Wands for half damage). It has the following powers costing one charge per use: lightning bolt (6d6 damage). The snake does not attack in any other way. and neither has nor uses charges. with an expenditure of two charges. Saving throws against magic from a staff are rolled on the Spells column. cone of cold (as the wand. and each use of the staff depletes one or more of those charges. When used by a Cleric. The snake will wrap around a target up to man sized and hold him or her fast for 1d4 turns. the Cleric may create an effect similar to the spell striking. The snake has Armor Class 15. These powers each use one charge when activated.

but enemies completely out of sight (such as behind a wall) may not be seen by the user. all items placed within disappear forever 1d6+6 turns later. doing 6d6 damage. the bag ruptures and is ruined. Only one such elemental can be called per day. Detection for magical properties makes it seem as if it were a bag of holding. thus activating a haste spell effect for up to 10 rounds each day. all undead monsters and animated constructs within range will glow in this way regardless of intent or thoughts (or lack thereof). Bag of Devouring: This bag appears to be an ordinary sack. The summoning words require 1 full round to speak. Retrieving a specific item from a bag of holding takes a full round during which no movement may be made. also. Other characters who remain within 30' of the wearer are also immune to scrying. its contents spill out. However. these leather boots allow the wearer to levitate as if by the spell of the same name. All contents are lost forever. Brazier Commanding Fire Elementals: This device appears to be a normal container for holding burning coals. a water elemental appears and follows the commands of the summoner (as described for the Elemental monster entry). Wand of Fear: This wand generates the effect of the spell cause fear (the reverse of the spell remove fear). If the bag is overloaded. exactly as the spell. and relatively fragile. BASIC FANTASY RPG Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag continues to weigh whatever it did after the items were placed within it (that is. In addition to this traveling ability. clairaudience. Wand of Fireballs: This wand generates fireballs. a fire elemental appears and follows the commands of the summoner (as described for the Elemental monster entry). or if sharp objects pierce it (from inside or outside). The broom can carry 200 pounds and fly at a Miscellaneous Magic Items Amulet of Proof against Detection and Location: The wearer of this item is immune to all forms of scrying (including crystal balls. The summoning words require 1 full round to speak. clairvoyance. but the bag must be put right before it can be used again. When a fire is lit in the brazier and the proper summoning words are spoken. exactly as the spell. half that deep. A bag of holding weighs one-tenth as much as the total of the objects held within. If living creatures are placed within the bag. Boots of Levitation: On command. and is able to hold more than should be possible: up to 500 pounds of weight. the boots can be turned off and on as desired. The duration of the haste effect need not be consecutive rounds. but which reveals secret doors rather than traps. The bag of holding opens into an extradimensional space. revealing them. and in fact it performs exactly like one when first used. they can survive for up to one turn. Wand of Secret Door Detection: This wand grants the user a power similar to the spell find traps. Wand of Magic Detection: This wand grants the user a power equivalent to the spell detect magic. after which time they suffocate. and up to 70 cubic feet of volume. Boots of Speed: The wearer of these boots can click his or her boot heels together. If a bag of holding is turned inside out. 130 . and any other means of location or spying at a distance) as well as any form of mind reading (such as the spell ESP). these boots allow the wearer to make great leaps. Wand of Lightning Bolts: This wand generates lightning bolts. Boots of Traveling and Leaping: These boots increase the wearer’s base land speed by an additional 10' per round. jumping up to 10' high and/or 30' across. but not to mind reading. and certain words are spoken.TREASURE invisible enemies glow in this way. Wand of Polymorph: This wand can be used to cast either polymorph self or polymorph other . Any object to be stored in a bag of holding must fit through the opening. Wand of Paralyzation: This wand creates the effect of the spell hold person . which has a circumference of 4 feet. An “enemy” is any creature which is thinking of or otherwise intending to harm the user. Bowl Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. Wand of Illusion: This wand allows the user to create illusions equivalent to the spell phantasmal force. until it is again opened and discovered to be empty. Wand of Trap Detection: This wand grants the user a power equivalent to the spell find traps. Broom of Flying: This broom is able to fly through the air for up to 9 hours per day (split up as its owner desires). one-tenth the total weight of the items). It is about 1 foot in diameter. Only one such elemental can be called per day. When the bowl is filled with fresh water. doing 6d6 damage. unharmed.

After 101 days have passed. the wearer becomes nearly invisible. Efreeti Bottle: This item is typically fashioned of brass or bronze. Only one such elemental can be called per day. the broom can travel alone to any destination named by the owner as long as he or she has a good idea of the location and layout of that destination. The chance of success when using a crystal ball is as shown below. and can hover on command. and ESP have a 3% chance per level of the caster of operating correctly if used with a crystal ball. Detect magic. who can use the device to see over virtually any distance. a crystal sphere about 6 inches in diameter. Chance 25% 55% 95% +25% +50% TREASURE Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). A flying carpet can fly at any speed up to its maximum. For so long as it is worn. Both gauntlets must be worn for the magic to be effective. Flying Carpet: This rug is able to fly through the air on command. If detected by onlookers. granting an 80% chance that the wearer can move about unnoticed. Crystal Ball with Clairaudience: This item works exactly like the standard crystal ball. Spells or flee in fear. 131 . for up to a turn each time. 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. the inhabitant of the bottle loyally serves the character for up to an hour per day for 101 days (or until the efreeti’s death). the efreeti afterward disappears forever. with a lead stopper bearing special seals. and all further attacks by that attacker are made with an attack penalty of -2. The drums can be used once per day. above. A flying carpet is typically 5' x 8' in size and can carry up to 500 pounds at a movement rate of 100' per round. They come in pairs and are unremarkable in appearance. However. all creatures of less than 6 hit dice within 120' (with the exception of those within a 20' radius safe zone around the drums) must save vs. Cloak of Displacement: This item appears to be a normal cloak. causing the wearer's apparent location to shift around constantly over a range of 3' from his or her true location. They may only be used by Magic-Users. If it is filled with incense and lit. There is a 10% chance (01–10 on d %) that the efreeti is insane and attacks immediately upon being released. Knowledge and Connection Secondhand Knowledge (heard of) Firsthand Knowledge (seen briefly) Familiar (known well) Possession or garment Body part. Crystal Ball: This is the most common form of scrying device. The summoning words require 1 full round to speak. In addition. Roll only the first time the bottle is opened (or the GM may choose which sort of bottle is found as he or she desires). If both of the pair are sounded. Censer Commanding Air Elementals: This 6inch-wide. doing as he or she commands. They grant the wearer a Strength bonus of +4 (instead of his or her own Strength bonus). There is also a 10% chance (91– 100) that the efreeti of the bottle grants three wishes. When opened. bit of nail. Elven Boots: These soft boots enable the wearer to move quietly in virtually any surroundings. detect evil . The other 80% of the time (11–90). but also allows the user to hear any sounds in the location viewed as if he or she were there. Girdle of Giant Strength: This item grants the wearer the Strength of a giant. granting a 90% chance of success when moving silently (as the Thief ability of the same name). but when worn by a character its magical properties distort and warp light waves. Total chances equal to or greater than 100% do not require a roll. or up to 1000 pounds (its maximum capacity) at a rate of 50' per round. The bottle can be opened once per day. summoning words spoken over it summon forth an air elemental which follows the commands of the summoner (as described for the Elemental monster entry). the efreeti imprisoned within issues from the bottle instantly. Elven Cloak: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. or up to 400 pounds at a speed at 30 feet. It comes to its owner from as far away as 300 yards when the command word is spoken.BASIC FANTASY RPG speed of 40 feet. Gauntlets of Ogre Power: These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. This is not cumulative with the penalty for fighting blind. the efreeti is freed from service and may return to its extradimensional home. A thin stream of smoke is often seen issuing from it. A crystal ball can be used three times per day. etc. the wearer gains a Strength bonus of +5 (instead The user of the crystal ball is the only one who will see the image. the wearer can be attacked without significant penalty. lock of hair. The first melee or missile attack by any creature against the wearer will miss. No sound will be heard normally. when worn with the hood drawn up around the head. In either case.

Double the damage listed above when a horn of blasting is used against a structure. If a horn of blasting is used magically more than once in a given day. Note that the limitations described under the spell read languages apply to this device also. downward. or nickel-silver. etc. this helm grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. Helm of Reading Languages and Magic: Appearing as a normal helmet. Scarab of Protection: This device appears to be a silver medallion in the shape of a beetle. the scarab crumbles to dust and is destroyed. He or she can also free any trapped creature by verbal command. Rope of Climbing: This 50' long rope is no thicker than a wand. but if the command word is spoken and the instrument is then played. as with the spell ESP. Affected creatures may save vs. Horn of Blasting: This horn appears to be a normal trumpet. copper. 132 . The possessor of such a stone need but utter a few words of summoning. Helm of Teleportation: A character wearing this device may teleport three times per day. If the mirror is broken. any creature coming within 30' of the device and looking at its own reflection must make a save vs. The Stronghold rules in the Game Master section contains further guidance on this. It can unfasten itself and return in the same manner. It can be used as many times per day as desired. The scarab absorbs energy-draining attacks. attaching itself securely wherever its owner desires. the rope snakes forward. and a Huge earth elemental comes to the summoner and follows the commands of the summoner (as described for the Elemental monster entry). and the wearer must continue to concentrate to maintain the effect. Upon command. Spells or be trapped within the mirror in one of the cells. Upon absorbing 2d6 such attacks. Only one such elemental can be called per day. This helm may be used up to three times per day. The same command word deactivates the mirror. Only a MagicUser can properly control this device. Medallion of ESP: This appears to be a normal pendant disk hung from a neck chain. Understanding a magical text does not necessarily imply spell use. Crystalline creatures take double damage. One end of the rope must be held by the user when its magic is invoked. death effects. The rope must have something to tie itself to in order to support weight other than its own. he or she can send a telepathic message to anyone whose surface thoughts are thus being read (allowing two-way communication). but it is strong enough to support 3. but constructs and undead are not trapped. Stone Commanding Earth Elementals: A stone of this nature is typically an oddly shaped piece of roughly polished rock. Helm of Telepathy: The wearer can read the surface thoughts of a target creature within 90' as if using the spell ESP. The summoning words require 1 full round to speak.000 pounds. BASIC FANTASY RPG Mirror of Life Trapping: This crystal device is usually about 4 feet square and framed in metal or wood. or in any other direction at 10' per round. The horn can also be used to damage or destroy buildings. and can throw large stones just as a stone giant does. Death Ray. exactly as if he or she had cast the spell of the same name. there is a 10% cumulative chance with each extra use that it explodes and deals 3d6 points of damage to the person sounding it. Usually fashioned from bronze. Nonliving creatures are generally immune to deafness. but still suffer damage as described. and curses. It can be hung or placed on a surface and then activated by giving a command word. It can be sounded as a normal horn. Size is not a factor. it is taken bodily into the mirror. A victim’s equipment (including clothing and anything being carried) is taken also. upward. but each such usage requires a minimum of 1 round of full concentration to activate. The mirror’s owner can call the reflection of any creature trapped within to its surface and engage the powerless prisoner in conversation. taking half damage and avoiding deafness if the save is made. fortifications. The character who activates the device is immune to it. all victims currently trapped in it are freed. one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror’s capacity is exceeded. When a creature is trapped. The mirror has twenty extradimensional cells within it. Furthermore. it deals 2d6 points of damage to creatures within a cone 40' long and 40' wide at the far end. the medallion allows the wearer to read the thoughts of others. and causes them to be deafened for 2d6 rounds.TREASURE of his or her own Strength bonus).

and we swiftly filled them with coins and gems from beneath the sarcophagus. Wereboar* Purple Worm Salamander. Carnivorous Beetle. Giant Black Widow Troglodyte Zombie Level 6-7 Basilisk Black Pudding Caecilia Displacer Hydra Lycanthrope. Morningstar reacted more swiftly. Stone Hydra Lycanthrope. Giant Goblin Green Slime* Kobold NPC Party: Adventurer NPC Party: Bandit Orc Skeleton Snake. Cobra Spider. Hill Giant. intent upon reaching the stairs to the surface and then returning to Morgansfort. the Game Master should check once every 3 turns. striking down the first of the little monsters. On the way out. Giant Ape. Die Roll 1 2 3 4 5 6 7 8 9 10 11 12 Die Roll 1 2 3 4 5 6 7 8 9 10 11 12 Level 1 Bee. In an average dungeon. constantly on the lookout for monsters. Giant Spectre* Troll Level 3 Ant. we threw caution to the wind. Frost* Vampire* 133 . Giant Cockatrice Doppleganger Gray Ooze Hellhound Lycanthrope. The circumstances of a specific dungeon may call for higher odds or more frequent (or possibly less frequent) wandering monster checks. I raised the golden sword and waded into battle… Dungeon Encounters Besides “placed” monsters. Cave Caecilia. You might think that parley would have been a better idea. So it was that Morningstar and I turned a corner and practically stepped on the first rank of a goblin patrol! Once again I was caught flatfooted. but so were the goblins. Flame* Salamander. Giant Bombardier Fly. Giant Tiger Bugbear Doppleganger Gargoyle* Gelatinous Cube Lycanthrope. Giant Crab Stirge Wolf Level 4-5 Bear. Weretiger* Mummy* Owlbear Rust Monster* Scorpion. Wererat* Ogre Shadow* Tentacle Worm Wight* Level 8+ Black Pudding Chimera Giant. Barthal scouted ahead and we took our time. but we had already tried that with these goblins without success… so I couldn't blame the Elf for striking first and asking questions later. Giant Ghoul Gnoll Gray Ooze Hobgoblin Lizard Man NPC Party: Adventurer Snake. But it couldn't be that easy… On the way in. Pit Viper Spider. moving at full speed with Barthal watching behind us. a wandering monster encounter will occur on a roll of 1 on 1d6. or the general wandering monster tables (below) may be used.BASIC FANTASY RPG GAME MASTER INFORMATION PART 8: GAME MASTER INFORMATION Wandering Monsters We had the foresight to bring several large sacks with us. dungeons usually contain wandering monsters. The Game Master may create special wandering monster tables for specific dungeons. Without further delay we moved out. Werewolf* Minotaur Ochre Jelly* Owlbear Rust Monster* Wraith* Level 2 Beetle.

4-5 Huge. Werewolf* Mountain Lion Wolf Spider. Giant Camel Spider. it may be considered to have had time to set up an ambush (at the GM's option). roll 1d6. 6 Giant) Ocean Dragon. Giant Gnoll Goblin Blink Dog Wolf. an encounter occurs. Red 134 . Giant Hawk.GAME MASTER INFORMATION BASIC FANTASY RPG Wilderness Encounters The Game Master should check for random encounters in the wilderness about every four hours of game time. Gold Ghoul Bugbear Goblin Centaur NPC Party: Bandit NPC Party: Merchant NPC Party: Pilgrim NPC Party: Noble Dog Gargoyle* Gnoll Ogre Minotaur Vampire* Die Roll Jungle 2 Dragon. Mako NPC Party: Merchant NPC Party: Buccaneer (Pirate) Shark. Hill Inhabited Territories Dragon. Weretiger* Mountains or Hills Dragon. 6-8 Giant) Shark. on a roll of 1. Sea Hydra Whale. Giant Snake. Dire Dragon. To check for a wilderness encounter. Giant Shark. Red Grassland Dragon. and evening. Giant Tiger Caecilia. Great White Mermaid Sea Serpent Displacer Lycanthrope. afternoon. Giant Scorpion. White Roc (1d6: 1-3 Large. check for surprise in advance. in the daytime. Die Roll 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Desert or Barren Dragon. Killer Octopus. Fire Purple Worm Fly. If your players choose to stand three night watches. Giant Tarantula NPC Party: Merchant Hawk NPC Party: Bandit Ogre Griffon Gnoll Dragon. Blue Hellhound Giant. Green 3 NPC Party: Bandit 4 5 6 7 8 9 10 11 12 13 14 15 16 Goblin Hobgoblin Centipede. The Game Master should think carefully about how the encounter happens. Giant NPC Party: Bandit Lion Boar. check morning. Bull Roc (1d8: 1-5 Huge. Giant Shadow* NPC Party: Merchant Lycanthrope. Green Troll Fly. Giant Python Elephant Antelope Jaguar Stirge Beetle. Giant Crab Hawk Orc Bat. Sperm Crocodile. Giant Scorpion. roll 2d8 on the appropriate table below. Giant Whale. this translates nicely to three night checks and three daytime checks. Dire Giant. you simply check for each watch. Giant Crab. If a wilderness encounter is indicated. and if the monster is not surprised. Wild NPC Party: Merchant Wolf Bee. Giant Giant. Hill Chimera Wolf.

people of all sorts are still likely to be encountered. unlike dungeon or wilderness environments. The GM must make sure that his or her descriptions of the town environment make this clear. Giant) Troglodyte Blood Rose Hangman Tree Basilisk GAME MASTER INFORMATION Woods or Forest Dragon. town or village created (or assign encounters by other means if desired). Wild Bear. Giant Piranha Stirge Fish. the absence of people on the streets is often an indication of something interesting. By night. Green Swamp Dragon. Giant Antelope Wolf Ogre Bear. much of the town will be dark and quiet. Black Shadow* Troll Lizard. Giant Catfish NPC Party: Buccaneer Troll Jaguar Nixie Water Termite. Giant (see Frog. towns and villages are busy places. however. Giant Draco Centipede. Giant Bass NPC Party: Merchant Lizardman Crocodile Frog. a set of “generic” encounter tables are provided below for those times when such preparation has not been completed. Giant Leech. of course. Wererat* 135 . Black Fish. Town or Village Encounters It's important for the Game Master to remember that. During the day. Giant Dragon. Giant Lizardman Crocodile Stirge Orc Toad. Giant Fish. Brown Wolf. a description of each type of encounter appears below the table. Green Alicorn (see Unicorn) Treant Orc Boar. and encounters will be mostly Thieves or other unsavory types. Hill Owlbear Unicorn City. Black Hawk. most towns will have people on the streets more or less all the time. this will also make it harder for the players to identify “real” encounters. The GM is encouraged to create his or her own encounter tables for use in each city.BASIC FANTASY RPG Die Roll 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 River or Riverside Dragon. Die Roll 2 3 4 5 6 7 8 9 10 11 12 Day Encounter Night Encounter Doppleganger Doppleganger Noble Shadow* Thief Press Gang Bully Beggar City Watch Thief Merchant Bully Beggar Merchant Priest Giant Rat Mercenary City Watch Wizard Wizard Lycanthrope. cities. but near popular eating (or drinking) establishments. Dire Giant. Roll 2d6 on the table below to determine what sort of encounter occurs. Wererat* Lycanthrope.

Doppleganger encounters will. BASIC FANTASY RPG Merchants are a common feature of towns. They will seek to steal from the party. of course. Lycanthrope. See Creating an NPC Party . The GM must decide on the temperament and mood of the wizard. Thief encounters will be with a group of 1d6 Thieves. drunk. One Thief in the group will be from 2nd to 4th level. appear to be some other type of encounter. it is likely that at least some members of a press gang will have daggers or swords on their persons in case a serious fight breaks out. any extra group members will be humans who do not know they are traveling in the company of shapeshifting monsters. though the group encountered will not be as large as would be encountered in the wilderness. but generally will need a good reason before they attempt to arrest or otherwise interfere with player characters. Rats are generally not dangerous unless provoked. If the party is “interesting” to the dopplegangers. the GM should roll again to determine what the doppleganger is masquerading as. Priest encounters will usually be similar to a group of pilgrims (see Creating an NPC Party . the docks. If the party loses. who will be from 2nd through 4th level. with the others being 1st level only. a single priest of 1st through 4th level will be encountered. or other “low” places. Wererat encounters will appear to be some other type of encounter. the others will descend on the party like flies. to be used in case the fight is going against them). possibly scouting for the Thieves Guild or a local gang. City Watch encounters will be with 2d6 watchmen. Bullies generally appear unarmed. particularly those with good reputations. 1d6 dopplegangers will be encountered. one or more of the monsters will attempt to follow them and replace a party member (as described in the monster description). all 1st level Fighters save for the squad leader. They will confront “suspicious-looking” characters.) A noble in a town may not have a full entourage as described below. but if surprised they may attack. accompanied by 1d4-1 apprentices of 1st level. Wererats are cowardly and will not attack a party of equal or larger size. 136 . A press gang will not confront a party of equal or greater size unless the party is obviously weakened. Each beggar is 90% likely to be a normal man. such that the GM may want to use a reaction roll to determine the leader's mood. below. going about some business or other. for details on this type of encounter. for details on this type of encounter. and 10% likely to be a 1 st level Thief. accompanied by 1d4 of the faithful. unarmed and at the mercy of their captors. A mercenary leader may offer a position to Fighter-classed player characters if they have any reputation at all. however. 30% likely to be a 1st level Fighter. all 1st level except for one or two leaders of 2 nd through 5th level.GAME MASTER INFORMATION Beggar encounters will often begin with a single beggar approaching the party. etc. below. Bully encounters will be with 2d4 young toughs. since their goal is to capture rather than kill player characters. and may be encountered performing any sort of business. Bullies can be a bit unpredictable. player character parties will not discover the true nature of the encounter until much later. but there will generally be 2d4 beggars in the area. ordered to leave town. Wizard encounters will involve a Magic-User of 4th through 7th level. each is 70% likely to be a normal man. depending on their brawling ability in a fight (but keeping a dagger or shortsword hidden. Shadow encounters in a town will be much like the same encounter underground. for details). They will be armed with blunt weapons or possibly will fight with their bare hands. generally disguised as ordinary townsmen or sometimes as beggars. See the monster description for details of this encounter type. unless watched very carefully. either another sort of “normal” encounter or a giant rat encounter (depending on the circumstances).) Nobles encountered may also offer positions to player characters. (A merchant in a town may not have a full entourage as described below. In many cases. Generally. Player characters with bad reputations may be confronted. the GM should use his or her discretion in creating the encounter. see the monster description for details. Press Gangs will consist of 2d6 Fighters. Mercenary encounters will involve 2d6 members of a mercenary company. and if any party member gives anything to the first beggar. below. the GM should use his or her discretion in creating the encounter. they will awaken aboard a ship at sea or in a military camp (depending on whether sailors or soldiers captured them). of course. or even arrested if the noble is able to call for the city watch. Giant Rat encounters will generally involve alleys. As with mercenary encounters. or possibly offer a reward for some dangerous task. merchants may offer jobs to interesting player characters. (See Creating an NPC Party .

of course) as well as light armor. 1d2 Clerics. If the NPC adventurer party is evil. as follows: 1d3 Fighters. 1d2 Thieves. led by a Fighter of 3rd to 6th level (1d4+2) and 1d3 Fighters of 2nd to 5th level. 6% are Halfling and the remaining 4% Elvish. The caravan will employ 1d4+2 first-level Fighters and 1d4 second-level Fighters as guards. you may wish to make a few of the characters lower levels (to reflect the usual “replacements” brought in when some characters die). Buccaneers and Pirates The difference between buccaneers and pirates is largely a question of what they wish to be called. A shipload of pirates or buccaneers will have a type A treasure. who are normal men. with magic items omitted (since magic items will already have been rolled for the NPCs). and will be armed with swords and bows or crossbows. The party may be rivals with the player characters. however. The Game Master must choose the race(s) of the NPC adventurers to suit the region they are found in (or come from). a merchant party will generally consist of a single ship owned or rented by a single merchant. First Mate. Probably 80% or more of adventurers are Human. they are waterborne equivalents of bandits. In the wilderness. bandits will generally have horses or other steeds appropriate to the terrain (stolen. unarmored and armed with clubs. The ship will have a crew of 2d8+8 regular crewmen. of course. 137 . Roughly half of the time (50%). and other officers are taken from this number. evil marauders that the player characters must defeat. a land-bound merchant party will be led by a single wealthy merchant. but this may make things too easy for the players. All will be experienced at handling ships. rank-and-file members will not normally have magic items. There will be 2d4 wagons (but at least one per merchant) drawn by horses or mules. a party of bandits will generally have type A treasure (with magic items omitted since they will have already been generated using the rules below). A buccaneer party will consist of 3d8 1st level Fighters. of course. In such a case. vying for the same treasures. other merchant parties will consist of 1d4+1 less wealthy merchants who have banded together for their own safety. swords and bows or crossbows. the Captain or one of his mates will have a treasure map leading to the location of the treasure. daggers or shortswords. Besides the valuable but undoubtedly bulky trade goods transported by the merchant caravan or ship. the Captain. If encountered at sea. Each wagon is driven by a teamster who is a normal man. and 1d2-1 MagicUsers. 10% are Dwarves. hobgoblins. or they may actually be enemies. Merchants Merchants must often transport their wares through wilderness areas. Usually the characters will all be of similar levels. Brigands. with Bandits. but the number of leader-types will be similar to that given above. 1d4+2 first-level Fighters and 1d4 second-level Fighters will be aboard as guards. possible that the NPC adventurers are allied or otherwise friendly with the player characters. such a party will also have a type A treasure. In their lair or hideout.BASIC FANTASY RPG GAME MASTER INFORMATION Creating An NPC Party Adventurers A party of NPC adventurers will usually consist of 4-8 characters. after deciding what average level the party should be. as pirates often prefer to bury their treasures on islands. They will be unarmored or armored only in leather. It is. the treasure may not be aboard the ship. usually unarmored and armed with a dagger or shortsword. the GM may choose to replace some party members with humanoid monsters such as orcs. attacking other ships or raiding coastal towns for plunder. just as with a caravan. whatever you call them. led by a Fighter or Thief of 2 nd to 5th level (1d4+1) or by one of each class (if there are 11 or more 1 st level members total). Determine magic items as given below for the leaders only. Seagoing pirates may appear in larger numbers. Large ships may require larger crews. and Highwaymen A party of bandits will generally consist of 2d12 1 st level Fighters and 1d6 1st level Thieves. Generate magic items for leaders only as described below. or gnolls.

Magic Items for NPCs NPCs will generally have magic items in proportion to their class and level. If there are no such characters in the campaign world. a roll of 96-00 should be considered a failure. armored in platemail. In this case. they will have the same racial abilities as others of their race. assume a 5% chance per level that any given Fighter. If the roll is made. Nobles are usually (70%) normal men. There is also a 50% chance of a single Magic-User of level 1-4 being with the party. and a magic dagger or walking staff on a roll of 3% per level. a type A treasure should be rolled to represent this.). Assign the Miscellaneous Magic item or items to whichever party members seem most appropriate. Dwarves. The remainder of the party is rather random in nature. Lower-ranking nobles (such as barons) will have a single wagon or carriage. Each carriage or wagon will have a teamster. or predominantly so. Determining the exact number of guards is left to the GM in this case.GAME MASTER INFORMATION magic items omitted. archbishops. divide the number by two and roll again. assume a 2% per level chance that any given character will have a potion. 7-8 indicates a MagicUser. higher ranking nobles will have more guards. and their warhorses will usually be barded with chainmail. BASIC FANTASY RPG purpose. If encountered in the territory of another race. If the party has more than 3 members. or possibly just on the lam). MagicUsers will have a Ring of Protection (roll the bonus as usual for the item) on a roll of 4% per level. and 10 indicates a Thief. Guards will generally be armed with longswords and possibly lances. Demi-Human Parties It is assumed above that NPC parties will be Human. otherwise. Thief or Cleric NPC will have a magic weapon or magic armor (roll for weapon and armor separately for each NPC). The Game Master may simply use the figures given above when generating such parties. if the second roll is made. the demi-human party might include a guide hired to lead them to their destination. two such items are found. or Halflings from time to time. generate a type A treasure for this 138 . and the like. In addition. roll 1d10: 1-6 indicates a Fighter. If there are such characters. carrying a single bag each and walking or riding mules or horses. they will most likely not be used by any of the NPCs as they have already been dedicated to the god or pantheon. At least two mounted Fighters of 1st through 4th level will be with the noble as guards. The normal chances for magic items apply. or spread out among the wagons. Pilgrims A party of pilgrims is on its way to (or from) a major religious locale or activity. higherranking nobles will have two or more wagons. again. of course) and/or one or more children. Regardless of level. If magic items are indicated. and use this number as a percentage chance that a Miscellaneous Magic item will be found among them. you might wish to divide the number in half again and roll for a third such item. Pilgrims usually travel light. Finally. The pilgrim party will most likely be bringing offerings of some sort to their destination. of course. One thing that the GM must decide is whether or not the “normal men” rules apply to demi-humans… are there “normal elves” for instance? This decision is left to the GM. etc. Such a party will be led by a 1d4 Clerics of level 1-4 (roll for each). 1d6 Fighters of level 1-4 (roll for each) with chainmail and longsword. Nobles A noble party will consist of a noble (of course). an Elf party would consist of all Elves. then simply substitute 1st level Fighters for the normal men listed above. drawn by fine horses. but will fight with an Attack Bonus of +0 just as normal men do. For example. (Clerical “nobles” are bishops. The noble may be mounted on a warhorse. A noble will usually be traveling with a little spending money. but the Game Master may choose to present parties of Elves. add up the levels of all members of the party. most pilgrim groups include 3d6 normal men (or women if the religion allows women to go on pilgrimages). lady-inwaiting. possibly accompanied by a spouse (also a noble. or roll randomly if you can't decide. the Elf party mentioned above might hire a Human guide to help them when traveling through a Human country. a party of demi-humans will be homogeneous…. as nobles will generally be more wealthy than the average party of men. though he or she may choose to ride in a carriage part of the time. In general.) Roll 2d4-1 for the level of each “classed” noble. it may be in one chest. and 1d4 Thieves of level 1-4 (each of whom may be a genuine devout person. do not omit the magic items. and 3% per level that a Cleric or Magic-User will have a scroll of some sort. 9 indicates a Cleric. who in this case will be a 1st level Fighter in chainmail with a longsword. for instance. Each adult noble will have at least one attendant (assistant.

” and the player probably should go ahead and play the character as rolled. once per character. and the player should not be allowed to lower any score below 9. a spell can be learned in a single day. It's not uncommon for players to “dump” the lowest statistic in Charisma. Weapon and Armor Restrictions Several races and classes have weapon and/or armor restrictions applied to them. in addition. Score Swapping: Let the player exchange any two Ability Scores. in theory. If being taught. for instance. below. What happens when a player declares that his or her character is going to use a prohibited weapon or wear prohibited armor? Acquisition of Spells Clerics have an obvious advantage over Magic-Users. If the total is negative. who will teach the character new spells either for free or in return for services. it's purely the decision of the Game Master. or optionally (if the deity is angered) no spell at all for that “slot. note that Clerics 139 . are limited in their spell selection based on their deity. However. Magic-Users may also create entirely new spells (or alter existing spells). Each time the character gains a level. However. If the total is zero. for details. you as the Game Master might choose to allow the player to reroll a character with scores that are overall below average even if the character isn't as “hopeless” as this. every other level the Magic-User gains access to the next higher level spells (until all levels are available). consider the character below average. however. the character should be played as rolled. A Magic-User may add a new spell of any level he or she may cast at any point.” The Game Master should always allow the player to scrap a character with less than 9 in the first four scores (since all four classes would be unavailable to that character). However. Magic-Users may learn spells by being taught by another Magic-User. at a rate of -2 to one score for each +1 added to the other. read magic plus one other (unless the GM grants more starting spells). spells of higher levels may not be learned or added to the Magic-User's spellbook. a Cleric of the goddess of healing should not be surprised that his or her deity refuses to grant reversed healing spells. Note that the players must not be allowed to demand these options. This allows the most customization for the player. Here are several options you may choose from if you wish to make things easier for your players. or by studying another Magic-User's spellbook. faith or ethos. in many cases the only option available to a Magic-User will be to pay another Magic-User (often an NPC) anywhere from 100 gp to 1000 gp per spell level in return for such training. in that.BASIC FANTASY RPG GAME MASTER INFORMATION Dealing with Players Character Creation Options The standard character creation rules call for rolling 3d6 for each Ability Score in order. if the total is greater than zero. the spell learned must be transcribed into the Magic-User's own spellbook. the character is “average.” Magic-Users begin play knowing two spells. the Game Master may choose to grant the character a different spell. The maximum score is still 18 (or the racial maximum if lower). at a cost of 500 gp per spell level transcribed. but on the other hand you may find that all player characters in your campaign begin to look very much alike. In either case. Often a Magic-User will maintain a relationship with his or her original master. and allow the player to scratch the entire set of scores and reroll. The Full Shuffle: Let the player arrange the six Ability Score values as he or she wishes. The Magic-User must find a teacher or acquire a reference work (such as another MagicUser's spellbook) in order to learn new spells. However. gaining the ability to cast these spells does not necessarily mean the Magic-User instantly learns new spells. Obviously. Sometimes two Magic-Users will agree to exchange known spells. and the cost of such is in addition to the costs given above. Players may complain that they can't create the sort of characters they want to play. they have access to any spell of any level which they can cast. If a Cleric prays for a spell that is not allowed. researching another Magic-User's spellbook takes one day per spell level. see the Magic Research rules. As previously described. Here's a suggestion: Sum up the Ability Score bonuses or penalties that apply to the character. for instance. he or she gains the ability to cast more spells. and declare the character “hopeless. Hopeless Characters Sometimes a player will look at the six scores rolled. Point Swapping: Allow the player to “move” points from one Ability Score to another.

What if the characters don't have enough money when they die to afford to be raised? Allow the local religious establishment to raise dead adventurers in return for their indenture… that is. but may be only partially granted. possibly even rewriting history. any such attempt fails. it also soaks up excess treasure. the character is dead. has placed that wish in the device. and should suffer a -5 attack penalty when using any prohibited weapon. On the other hand.GAME MASTER INFORMATION Clerics: The prohibition against edged weapons is a matter of faith for Clerics. Thieves may choose to wear such armor. the Game Master may either apply a -5 attack penalty based on the difficulty of using the weapon. A Magic-User in armor can't cast spells at all. a player character can make sweeping. at his or her option. here are several approaches to changing the situation: Raise Dead : The first approach doesn't change the rules a bit. the local religious leaders would have a ready pool of adventurers to undertake dangerous missions for them. or an equivalent service. applying the current XP total to the Fighter table to determine this. Thieves: Wearing armor heavier. BASIC FANTASY RPG Judging Wishes Wishes are one of the most potentially unbalancing things in the game. A higher-level NPC Cleric of the same faith must assign some quest to the miscreant. Game balance is the main issue that must be considered. If the character is unrepentant. Magic-Users: These characters are simply untrained in any weapon other than those normally allowed to them. Hit points and attack bonus remain the same. then he or she is changed permanently from a Cleric to a Fighter. Dwarves and Halflings: These characters are prohibited from using large weapons. preventing the player characters from becoming too rich to be interested in adventuring. they are still at least literally interpreted. Wishes are granted by a variety of beings. Arrange matters so that characters killed in an adventure can be easily raised (but at a substantial cost). Even when a wish comes from a device (a ring or a sword. if the granter is one of the good powers. at zero hit points. In general. or the adventurers can sign an agreement with the church 140 . With a carefully worded wish. the adventurers. for instance). It also tends to reward the cautious (since they get to keep their gold more often). If this is too harsh for you. Refigure the character's level. if a Cleric uses a prohibited weapon. change the attack bonus only after a new level is gained as a Fighter. for instance. In the last example above. Using a wish to heal the entire party. or alternately declare the attempt unsuccessful. owe the church or temple the money it would have cost to be raised. and roll Fighter hit dice as normal when levels are gained. if the granter is an evil efreeti. he or she immediately loses access to his or her spells as well as the power to Turn the Undead. for instance. upon being restored to life. it will grant the wish as intended so long at the player character isn't being greedy or spiteful. It's hard to swing a weapon when the weapon is trying to swing you. a wish is granted with at least literal accuracy… the words of the wish must be fulfilled. But the adventurer(s) are dead… how can they agree to the indenture? There are two options: the priests can use speak with dead to attain agreement. Before allowing the player characters in your game access to even one wish. which he or she must complete. dramatic changes in the game world. it will attempt to twist the meaning or intent of the wish so that it does not really accomplish what the player character wants. is reasonable. but this only makes them a poor excuse for a Fighter. If such a character tries to use a prohibited weapon. god or devil or whatever. A wish that a character be restored to life and health is reasonable. and the spell is lost. but a wish that not only restores but also improves the character is not. A wish will tend to further the goals of the granting being. teleport everyone without error to a distant location. in order to atone and regain his or her powers. including the Sneak Attack ability. Thus. Therefore. the granting power would likely restore the character to life and health but ignore the “improvements” wished for. Optional Rules Death and Dying The rules state that. some extradimensional being. The exception is wishes that are unreasonable for game balance purposes. This not only “deals” with the mortality issue. or to avoid or redo a catastrophic battle. more restrictive and/or noisier than leather armor prevents the use of any Thief ability. think about how you will deal with it. mainly due to their small stature and relatively low weight.

the GM may require treasure to be spent on training in order to count it for experience. As a further option. Death option. of course. If a total of -10 is reached. the character is dead. until his or her hit points are again greater than zero. Save vs. This is a highly effective way to remove excess treasure from the campaign. poisons should be scary. if the character's wounds are bound (or he or she receives healing magic) within this time frame. the GM may choose to use a negative number equal to the character's Constitution score rather than a straight -10. at a rate of 1 GP = 1 XP. Poison or suffer 1d6 damage per round for 6 rounds. death is averted. it should be awarded only for treasure acquired and returned to a place of safety. Game Masters may find this makes the mortality rate of player characters a bit too high. spellcasters who survive being reduced to zero or negative hit points lose all currently prepared spells. Here is a suggested method for making rolls against Ability Scores that still gives better odds to higher level characters: 141 . healing proceeds at the normal rate. above. On the other hand. as described in the Encounter and Monster sections. Death rule. The injured character may not move more than a few feet without help. the character may have his or her wounds bound and/or receive magical healing. Death Ray to avoid death. Before this point is reached. nor fight. This is optional. This rule should not be combined with the Save vs. If the Negative Hit Points optional rule is being used. In some of those cases. kill characters instantly. the only attribute the PC has that seems appropriate may be an Ability Score. this is an average of 21 points of damage. The character remains unconscious for the full 2d10 rounds rolled. the character loses an additional hit point. either dying if left untreated or awakening if his or her wounds are bound. Magical healing will restore the character to whatever total is rolled on the healing die roll (up to the usual maximum of course). GMs wishing to advance their players to higher levels more quickly may choose to do this. but even a first level character might survive with a combination of luck and healing magic. Ability Rolls There will be times when a player character tries to do something in the game that seems to have no rule covering it. If experience is awarded for treasure. starting the round following the exposure to the poison. Here's an optional rule which may make things a bit easier without entirely removing the fear from poison: Where a “save or die” poison is indicated. Binding the wounds of the dying character stabilizes him or her at zero hit points. after this. the character remains alive for 2d10 rounds. Negative Hit Points : Instead of stopping at zero hit points. keep track of the current negative figure. just as in the normal rules. which will stabilize the character. This rule might be combined with the suggestions under Raise Dead. If the save is failed. The latter might even be considered a standard procedure in some places. the character is immediately dead. At the end of each round after he or she falls. while those preferring a more leisurely pace should omit it. Alternately. Awarding Experience Points for Treasure Gained The Game Master may also assign experience points for treasure gained.BASIC FANTASY RPG before leaving on the potentially dangerous adventure. it is suggested to increase the poison duration to 10 rounds (an average 35 points). Death: The first actual rule alteration is to allow characters reduced to zero hit points to save vs. the victim must make a save vs. Note that any spellcaster reduced to zero hit points who subsequently survives loses all remaining prepared spells. If the save is made. GAME MASTER INFORMATION “Save or Die” Poison Poisons. nor cast spells. Just as with the Save vs. Non-magical healing will require a full week to restore the first hit point. The GM may create poisons which vary from these figures.

Other spells require an Intelligence ability roll.GAME MASTER INFORMATION The player rolls 1d20 and adds his or her Ability Bonus for the score the GM thinks is most appropriate. Note also that no Thief ability may be raised above 99 percent. simply let the player allocate these points as he or she wishes rather than following the table. but his or her spellbook may be unavailable. with the spell level as a penalty on the die. If you wish to allow Thief customization. Preparing Spells from Memory Sometimes a Magic-User will want to prepare spells. just as if it had been successfully prepared and then cast. this includes when the book is destroyed as well as times when the Magic-User has been captured or trapped. and fails. Consult the following table. If you study the Thief Abilities table. Level NM or 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20 Target 17 16 15 14 13 12 11 10 9 8 7 BASIC FANTASY RPG A Magic-User can always prepare read magic from memory. the Thief improves 30 percentiles (total) each level. as well as any situational bonus or penalty the GM assigns. you'll discover its secret: From levels 29. from levels 10-15. Failure exhausts the spell slot being prepared. Allow no more than 10 percentiles to be added to any single Thief ability per level gain. 142 . the roll is a success. Thief Abilities Some players of Thieves may wish to have more control over their Thief abilities. and from level 16 on. as described above. 10 percentiles. so if a 5th level Magic-User attempts to prepare fireball from memory. If the total rolled is equal to or higher than the given Target number. 20 percentiles. he or she will have no 3 rd level spells for the day.

too powerful. alternately. a Cleric or Magic-User may research an entirely new spell. if the roll is a failure. or not at all if the GM prefers to emphasize adventuring for advancement purposes. Time spent doing magical research must be eight-hour workdays with interruptions lasting no more than two days. A Magic-User may research a standard spell. the character may add the spell to his or her spellbook (if a Magic-User) or may subsequently pray for the spell (if a Cleric). If the character is inventing a spell outright. there will be a cost for the creation of each item. For any research. the GM may decide that a proposed new spell is not “correct” for his or her campaign. Of course. Spell Research Researching new spells is the most common type of magical research. Clerics of the same deity. the Game Master should make this roll in secret. In general. Magic-Users may create any sort of magic item except for those reproducing Clerical spells for which no equivalent Magic-User spell exists. The GM may. If the roll is a success.BASIC FANTASY RPG GAME MASTER INFORMATION Magical Research General Rules for Research At some point a Magic-User or Cleric may wish to start creating magic items or inventing spells. If the roll fails. while a Cleric requires a properly consecrated temple or church of his or her faith. Clerics may also make enchanted weapons and armor. this takes one hour per spell level. plus 5% per level of the character. etc. or only for creation of magic items. Rather than tell the player this. consult the detailed rules below for exceptions. Clerics may only create magic items reproducing the effects of Clerical spells. if he or she so desires. that is all the player should be told. and a given chance of success. a minimum time required to create it. even those sorts which they may not use themselves (since they may be creating weapons or armor for other followers of their faith). On a failure. As mentioned above. in either case. It is suggested that the rate of such awards be 1 XP per 10 gp spent on the research. First. too low in level. or 2. In almost all cases. Longer interruptions result in automatic failure of the project. In addition. and in fact this may be preferable. If the research roll is successful. one week is required per spell level to complete the research. or whether the GM has decided the research is impossible for the character. minus 10% per level of the spell.000 gp per spell level for newly invented spells. removing the need for a teacher or reference.000 gp per spell level for “standard” spells. This award may be granted for all research. the money and time are spent to no avail. faith or ethos may teach each other the prayers required to access new spells. This is termed magical research . generally the time and money are wasted and the procedure must be started again from the beginning. The procedure to exchange spells with other Magic-Users has already been explained (under Acquisition of Spells. The GM may decide to tell the player that the research is impossible if the roll succeeds.” The GM does not have to tell the player whether the spell is possible. 143 . there are two strategies that may be used. grant Experience Points to characters who successfully complete magical research. the maximum chance of success is 95%. The chance of success is 25%. The cost to research a spell is 1. the Game Master may decide to revise the spell. adjusted however the GM feels necessary for game balance purposes. no character may invent or research a spell of a level higher than he or she can cast. There are many situations where the character (or the player) should not know whether the roll has actually failed. the GM then presents the player with a revised writeup of the spell. above). the GM must determine the spell's level and judge whether or not the spell is possible “as is. MagicUser must have a tower or laboratory. however.

GAME MASTER INFORMATION
The alternative, more appropriate when the GM believes the spell should be higher level than the player character can cast, is to make the roll anyway. If the roll fails, that is all the player needs to know; but if it succeeds, the GM should then show the player the revised version of the spell and explain that the character may try again when he or she attains a high enough level to cast it. In this case, the GM may allow the character to reduce either the time or the cost by half when the research is attempted again at the higher level.

BASIC FANTASY RPG
If the roll fails, the enchantment of the scroll has failed; however, if the caster tries again to inscribe the same spell, either the cost or the time is reduced by half (at the character's option).

Other Single-Use Items
Scrolls (other than spell scrolls), potions, and a few other items (such as the rod of cancellation ) are single-use items. These items may be created by Magic-Users or Clerics of the 7th level or higher. The chance of success is as given for scrolls, above, when the item being created reproduces a known spell (or when the GM decides a spell must be created, as described above). For other types of items, the GM should assign a spell level as he or she sees fit, and the cost and time required is doubled (making up for the spell research or knowledge required for spellreproducing items). The time required is one week plus one day per spell level (or equivalent), and the cost to enchant the item is 50 gp per spell level, per day. Potions are a special case; the character creating a potion may create a large batch, consisting of several doses, which may be bottled in separate vials or combined in a larger flask. For each additional dose created at the same time, reduce the chance of success by 5% and increase the time required by one day. Note that increasing the time required will directly increase the cost. If the roll to create the item fails, the entire batch is spoiled.

Magic Item Research
Any character who wishes to create magical items must know all (if any) spells to be imbued in the item. Items that produce effects not matching any known spell may require additional research (to devise the unknown spell) if the GM so desires. Some magic items require one or more special components that can not usually be bought. Special components can only be used once on such a project. For example, the GM might require the skin of a displacer to create a cloak of displacement , or red dragon saliva to create a wand of fireballs. Note that there are specific rules for components under Other Magic Items, below. Special component requirements are entirely at the option of the Game Master, and are usually employed to slow the creation of powerful magic items that might tend to unbalance the campaign. It's also a good way to lead the spellcaster (and his party) into dangerous adventures.

Permanent Magic Items
Creating permanent magic items (rings, weapons, wands, staves, and most miscellaneous magic items) requires a Magic-User or Cleric of the 9 th level or higher. When enchanting an item with multiple abilities, each ability of the item requires a separate roll for success; the first failed roll ends the enchantment process. Such an item will still perform the powers or effects already successfully enchanted into it, but no further enchantment is possible. Permanent magic items, including weapons (described in detail below), must be created from high-quality items. The cost of such items will generally be ten times the normal cost for such an item.

Chance of Success
Unless given differently below, the base chance of success creating a magic item is 15% plus 5% per level of the spellcaster, plus the spellcaster's full Intelligence (if a Magic-User) or Wisdom (if a Cleric). Thus, a 9th level spellcaster with a 15 Prime Requisite has a base chance of 75%.

Spell Scrolls
A spellcaster may create a scroll containing any spell he or she has access to (for a Magic-User, spells in his or her spellbook; for a Cleric, any spell the character might successfully pray for). The cost is 500 gp per spell level, and the time required is 1 day per spell level. Reduce the chance of success based on the level of the spell being inscribed, at a rate of -10% per level.

Enchanting Weapons
The base cost of enchanting a weapon or armor is 1,000 gp per point of bonus. For weapons with two bonuses, divide the larger bonus in half (don't round)

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and add the smaller bonus; thus, a sword +1, +3 vs. dragons would cost 2,500 gp to enchant. Enchanting a weapon takes one week plus two days per point of bonus; thus, the sword described would require twelve days to enchant. Reduce the chance of success by 10% times the bonus; so, a sword +1 would reduce the base chance 10%, while the sword +1, +3 vs. dragons described above would reduce the base chance 25%. Further, the chance of success may be increased 25% by doubling the cost and time required (this decision must be announced before the roll is made). For weapons having additional powers, combine the rules above with the rules for creating permanent items. All enchantments must be applied in a single enchantment “session.”

GAME MASTER INFORMATION
more, and takes two days per charge (or four extra days); the chance of success is lowered 10% rather than 5%. Item recharges itself: Creating a self-recharging item is expensive; apply the following adjustments to the charge cost, time and chance for items that recharge automatically. Note that self-recharging items are never “rechargeable” in that they may not be recharged other than by themselves.
Charging Rate 1 per day All per day All per week Cost x3 x5 x4 Time x2 x3 x2 Chance - 10% - 30% - 20%

Other Magic Items
Magic items can have several features. Each feature added to a magic item increases the cost and the time required, and decreases the chance of success. The features are as follows: Creates a spell or spell-like effect : This is the basic feature of all non-weapon magic items. The base cost of this enchantment is 500 gp per spell level; time required is five days plus two days per level. If the magic item has multiple spell or spell-like effects, add the cost and time figures together. The chance of success is reduced 5% per spell level. Has multiple charges : This includes, of course, wands and staffs, but several other magic items would also have charges. Each spell or spell-like effect normally has a separate pool of charges (but see next). The table below shows the various maximum charge levels and the associated cost, time and chance adjustments:
Charge Level 2-3 4-7 8-20 21-30 Cost per Charge +150 gp +125 gp +100 gp +75 gp Charges per Day 1 2 3 4 Chance - 5% - 10% - 20% - 30%

Charges are generic: This means that all the effects of the item draw power from the same pool of charges; most Magic-User staffs are in this category. Items with generic charges are automatically rechargeable; don't apply the normal adjustments for this feature. Instead, combine the normal costs for the charge pools of each effect (which must all have the same number of charges), and then divide the charge cost, time and chance adjustments by two. Thus, two effects sharing one pool costs the same as a single effect with a single pool. Item may be used by any class: By default, magic items may only be used by the class that created them; so a wand of fireballs is normally usable only by Magic-Users, or a staff of healing only by Clerics. This feature allows the item to be used by any class of character, and involves assigning simple command words and gestures to the item. Adding this feature costs 1,000 gp per effect. Note that all the item's effects do not have to be covered; it is possible to create an item where some effects may be used by any class, but other effects may only be used by the creator's class. Item operates continuously or automatically: This feature supersedes both the charges and item use features. The item works whenever properly worn, or activates automatically when required. A ring of fire resistance is a good example; also, the ring of invisibility is in this category. Adding this feature multiplies the final cost and time figures by five and applies a 40% penalty to the chance of success. Each feature above applied to a magic item will require a valuable, rare and/or magical material to support the enchantment. For example, a wand of fireballs has a spell effect that is powered by charges; these are two relatively ordinary features, so the Magic-User creating the item proposes a rare wood for

When using the table above, don't count the first charge for cost or time purposes. Note that each separate pool of charges in the item must be figured separately. Item can be recharged: Figure the additional cost and time, and the penalty to the chance of success, for rechargeable items as being exactly twice the figures from the table above; so, creating a rechargeable item with 3 charges costs 600 gp more rather than 300 gp

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GAME MASTER INFORMATION
the shaft and a 1,000 gp value ruby for the tip. The GM may, of course, require something more rare or valuable if the magic item is particularly powerful. The base cost of a spell effect feature can be reduced by 25% by applying limits to the ability. For example, a ring of charm dryad is an example of limited charm person spell effect, which would qualify for the deduction. This does not affect the chance of success or the time required. Weapons which are to be enchanted with additional powers other than the normal bonus require combining the standard weapon enchantment rules with the rules given above. Perform the weapon enchantment first; if it is successful, then the character enchanting the weapon must immediately (within two days, as previously explained) begin the spell or spelllike power enchantment process. Failure of the second procedure does not spoil the weapon enchantment.

BASIC FANTASY RPG

Cursed Items
Some cursed items, such as cursed scrolls, are created that way specifically by the spellcaster. The difficulty of creating such an item is roughly the same as the difficulty of creating a spell scroll of bestow curse. Other cursed magic items may be the result of a failed attempt to create a useful item. The GM must decide whether or not a failed research project will actually create a cursed item.

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This scenario must be used with care. as the GM must not be seen to be “railroading” the characters into the adventure. with the various symbols noted: 5. the player characters are happy to help. the first question you must answer is: Why will your player characters risk going into this dangerous dungeon full of monsters and traps? Here are some possible scenarios: To Explore the Unknown: This is common in pulp fiction. Stock The Dungeon “Stocking” the dungeon refers to assigning contents to each room. an “unguarded” treasure. The dungeon is rumored to contain a hidden treasure of great value. a room might contain a monster (which might or might not have treasure). There are several possibilities. Or. or equipment. What Kind Of Setting Is It? Is the dungeon beneath a ruined fortress. perhaps. obviously. zombies and skeletons perhaps. Think About Why When creating a dungeon. or created on the computer with any of a broad variety of dungeon-drawing programs. Choose Special Monsters Now you know why the player characters want to go there (or why they will. would like an ancient relic recovered from a lost mountain fortress. To Battle An Evil Incursion: Goblins are raiding farms in the area. Next. or an ancient wizard's tower? Or perhaps it's a natural cave. perhaps not so surprising). Knowing the answer to this question will make the next questions easier to answer. or some similar task might be assigned. and might be guarded by any number of horrific monsters… To Escape Confinement: The player characters have been captured by an enemy. a trap (which might guard a treasure. the natural cave expanded by kobolds contains kobolds. decide what special monsters you will place within. To Get Loot: This is a surprisingly common scenario (well. 4. To Fulfill A Quest: The local church. there is certainly no good reason not to use pencil and paper. the treasure might not be that huge. when they learn of the dungeon). There are many other possible scenarios. while the warlord's tomb contains some undead.BASIC FANTASY RPG GAME MASTER INFORMATION Creating a Dungeon Adventure 1. 2. armor. and wishes to explore purely for knowledge. When creating a dungeon for personal use. Possibly some of the other player characters are involved for other reasons. to whom the player characters owe a favor. depending on who the player characters owe a favor. For instance. which has been expanded by kobolds… or the tomb of an ancient barbarian warlord. a “special” (something other than a 147 . and each has many variations. and the first characters to find it will be rich! Of course. One or more of the player characters has heard of some ancient site. and find themselves incarcerated without their weapons. and the High Priest asks them to look into it. To Rescue A Kidnapped Victim: Some friend of the player characters has been kidnapped. and they must sneak into or storm the villain's tower/cave/dungeon to rescue the victim. guarded by undead monsters… there are many possibilities. and you know what sort of place it is. 3. the victim is the son or daughter of the local Baron or a wealthy merchant who offers a reward for the safe return of his or her offspring. and the Baron has offered a reward for stopping the raids. or might not). Draw The Dungeon Map Dungeon maps can be drawn on graph paper in pencil. Below is an example of a hand-drawn dungeon map.

if this is done. For instance. or the device causes harm more often than it gives aid) to prevent abuse. A little extra detail can add a lot to the adventure. some sort of saving throw should be allowed if a trap is used. or treasure. while the rest of us check for secret doors… one of those sconces might open one.) or protected by a trap (a poison needle in the lock of a chest. though. The classic “magic fountain” that randomly changes the ability scores of the drinker is another possibility. in other words. and so on.GAME MASTER INFORMATION monster. or be “empty. for more information. the device only affects a given creature once. Remember. often a puzzle of some sort). graffiti. obviously. Hide a treasure in a secret drawer in a side table. It's not a bad idea to hide a treasure so well that the player characters are unlikely to find it. smells. but the GM may choose to arrange his or her dungeon in any way desired. or it might be a group of monsters carrying loot. If you give away the location of all your unguarded treasures. Two burned-out torches are held by sconces on each wall. A monster with treasure might indicate a lair. which might be in the room beyond the trap or actually within it (such as in a pit). An unguarded treasure will generally be hidden (such as in a secret room. Don't spend too much time on this. monster patrols. and if we don't see any. or specials. and curtains. a side table and a foot stool. or a poison gas canister that explodes if the container is opened. if you only detail the “interesting” things. side tables. inside an unusual container. etc. traps. some sort of device intended to harm the player characters. unguarded treasures. right? This might be better: Game Master: In this room you see a comfortablelooking upholstered chair. In general. Empty rooms contain no monsters. some sort of limit should be imposed (such as. Player 1: We look for monsters. or something similar). below. your players will not appreciate it properly when they manage to find one by cleverness or luck. and so forth. a “special” room is any room containing something that either interests or obstructs the player characters but is not a monster. if any. the thief will check the table and the footstool for traps and see if anything is hidden inside them. A monster might be selected by the GM or rolled on the random encounter tables.” a room might contain a fireplace. hidden pits.” The GM may choose the contents of any room. upholstered chairs. 148 . Kind of boring. Some extra description will help make things uncertain for the players. Finishing Touches The GM may wish to create one or more custom wandering monster tables for the dungeon. possibly camping for some reason before moving on. It's traditional that the first level (below ground) contains monsters of 1 hit die or less. may need to be described. don't be concerned if they don't. etc. and it becomes an unguarded treasure room. a room with an unguarded treasure: Game Master: This room contains a chest. to be empty there has to be basically nothing of serious interest to the player characters in the room. A trap is. A trap with treasure is such a trap protecting a treasure. torch sconces. or perhaps an oracle that answers questions about the dungeon 6. your players will begin to guess what might be in a room. trap. the second level contains monsters of around 2 hit dice. such as a door that can only be opened by a combination (hidden elsewhere in the dungeon). and possibly some locations may have unusual sounds. trap. or unguarded treasure. and still be considered empty. centered against the far wall. which need to be noted. the thief will check the chest for traps. See the Traps section. such a treasure might even be hidden and trapped! Again. including such things as pendulum blades. A special might be a puzzle of some sort. or may roll on the table below: d% 01-16 17-20 21-60 61-84 85-88 89-96 97-00 Contents Empty Unguarded Treasure Monster Monster with Treasure Special Trap Trap with Treasure BASIC FANTASY RPG (but possibly it lies). Player 1: If we don't see any monsters. spear-chucking devices. This does not mean that they are truly “empty.

and so forth. and the actions of player characters toward one person will often influence how others treat them. All of these areas should have an appropriate climate: for example. Some Game Masters prefer to draw maps freehand. you could decide where this is and begin to describe it by providing rumors of its wealth and splendor told by farwandering merchants. and significant monster lairs. If you have placed humanoid lairs or encampments. Rivers and coastline. programs are available to create maps on a computer as well. You may choose to design a new territory based on the goals of the player characters in your campaign. you probably should re-roll duplicates. are present. their walls likely still bearing the marks of flame and claw. but this should be unusual. For example. posted bounties (such as for raiding humanoids). and the dungeon you expect the party to visit first. You should also describe key NPCs and their connections to each other. the Game Master can make the player characters aware of adventuring opportunities in the area. If these descriptions intrigue the characters and they travel toward the city. or currency. 4. by means of rumors. It is a good idea to provide a scale for the map. For example. which can be whatever best fits the map and the area you want to depict. traditions. or border fortress. Another alternative is to roll six or eight or ten random encounters using the “generic” encounter table for the relevant terrain type. Choose those monsters that seem most appropriate to the area. what sort of climate will be found there. you may wish to include their patrols on the custom table. and fields grown high with saplings. using the standard encounter tables as a guide. When doing this. 2. and use that list as your random encounter table for the area. areas under human control will be settled. Areas dominated by humanoid monsters. which will help players make meaningful choices when traveling. or in more inhabited territories. forests and plains must be clear on the map. Draw An Area Map Now it's time to draw the area map. you will have time to decide what terrain – and dangers – lie in their path. Don't go overboard trying to detail every single place on the map… leave some room for expansion later. village. or for many other reasons. your setting should make sense. that a group of humans can cover in a day in clear terrain (see Wilderness Movement Rates). one touch that will really set it apart is a custom encounter table. will be battle-scarred and will not have food or other goods available. On the other hand. which may or may not involve the PCs. Detail Interesting Sites And People Describe at least the base town. A scale of 18 miles per square or hex is a good choice for a large-scale map. 5. as this is the distance 149 . while the other side will be dry. the windward side of a mountain range will usually receive a great deal of rain.BASIC FANTASY RPG GAME MASTER INFORMATION Designing a Wilderness Adventure 1. hills and mountains. in most cases your party of adventurers will need some base of operations. Go ahead and place any interesting sites such as towns. unfamiliar town may have different laws. roads. and so on. NPCs have their own goals and plans. You may choose to create an area with abnormal weather for its location. after you have a feel for your players and their characters. if the player characters decide to seek their fortunes in the richest city in the world. Create Encounter Tables When designing a wilderness area. be it a city. which makes it easy to determine travel times. such as a sandy desert in the midst of a rain forest. quests offered by local clergy. a church or temple to provide healing services. Also detail any set or placed encounters you laid out in the step above. while others like to use hex or graph paper. The player characters may enter a particular area looking for a town to resupply from. Remember. strongholds. Think About Why This is much the same task as was described above. of course. town. how many towns. etc. A valley that was settled many years ago but abandoned after a dragon attacked could contain ruined buildings. 3. or which are being raided by wandering humanoids. What Kind Of Setting Is It? Decide whether the area is deep in the wilderness. a tip to observant players that strange magic is involved. ruins. There is lots of room for creativity here: a distant. with signs of civilization such as cleared land for agriculture. Once in the area. and of what size.

and anyone else looking directly at it. Traps Some suggestions of typical traps are listed below. who must save vs. Chutes usually do little or no damage to the victim. only to see his heavily armored warrior ally fall victim to it. Poison or die. Traps are not necessarily reliable.GAME MASTER INFORMATION BASIC FANTASY RPG by placing spikes. doing 1d6+1 points of damage on a successful hit. Death Ray (with Dexterity bonus added) or tumble down to lower level of the dungeon. Death Ray (with Dexterity bonus added) or take 2d6 points of damage. Poison Needle Trap: A tiny. Monster-Attracting Spray: A strong-smelling but harmless liquid is sprayed on the triggering character. taking damage according to the distance fallen (see "Falling Damage"). Triggered Spell: When activated. it may be necessary to outrun the rock to avoid the damage. a bright light goes off in the face of the character that triggered the trap. Portcullis: A falling gate blocks the passage. A pit trap can be made deadlier 150 . which. Spells or be blinded for 1d8 turns. Oil Slick: Oil is sprayed onto the floor of the room. no room for the character to step out of the path of the rock). a trap door might not open until a given weight is placed on it. The victim must save vs Death Ray (with Dexterity bonus added) or fall into the pit. or by making them capable of dealing more damage. and the victim must save vs. if indicated. a spell of the GM's choice is cast. if the corridor has no other place for the character to escape to (that is. The character who triggered the trap must save vs Death Ray or take 3d6 points of damage. will arrive in 2d10 rounds. Arrow Trap: A hidden. Chute: These are usually covered with a hidden trap door. a Thief trying to pick the lock). must save vs. The triggering character must save vs. so that a lightly loaded thief might cross without difficulty. acid. That character. Anyone in its path must save vs. by making their effects harder to avoid. the GM may choose to make a roll of some sort for each potential victim until the trap is sprung (say. targeting or centered on the character who triggered it. Poison or die. Alternately. to assist the GM. or illusion. mounted crossbow attacks at AB +1. Poison or die. Particularly large blades might attack everyone along a 10' or 20' line. Flashing Light: With a loud snap. Popular choices include curses. Pit Trap: Usually hidden with a breakable cover. or dangerous creatures at the bottom. All within the affected area must save vs. Deadlier traps can be created by combining simple traps. Alarm: Everyone within a 30' radius must save vs Spells or be deafened for 1d8 turns by the loud noise. or partly filling it with water to represent a drowning hazard. Poison gases are sometimes highly flammable and may be ignited by torches or other flame sources. doing perhaps 1d6 points of damage to each character in the area of effect (with a save vs. Anyone trying to walk through the oil must save vs Death Ray (with Dexterity bonus added) or fall prone. The triggering character must save vs. doubling the chances of wandering monsters for 1d6 hours or until washed off. spring-loaded needle pops out of a keyhole or other small aperture and injects poison into the finger of the character who triggered the trap (most likely. Poison Dart Trap: A spring-loaded dart launcher attacks at AB +1 for 1d4 points of damage. The smell attracts predatory creatures. trap door. Rolling Boulder Trap: A spherical or cylindrical rock rolls down a slanting corridor. Or. Paralysis or Petrify (with Dexterity bonus added) or take 1d10 points of damage. 1-2 on 1d6). The GM should check immediately for wandering monsters. Poison Gas: Gas emerges from vents to fill the room. Oil is highly flammable and may be ignited by torches or other flame sources held by characters who slip and fall into it. or a wall of fire. Blade Trap: A blade or spear drops down from the ceiling or pops out of the wall and attacks at AB +1 for 1d8 points of damage. illusions. Falling stones or bricks: Rocks fall from the ceiling. Dragon Breath allowed to avoid the damage).

and if over 60’ high. if materials need to be transported. stables for horses. such a wall may be at most 60' tall. When determining wall length for round walls and towers. Make sure not to double-count corners on walls that are 5' thick or thicker – count the length of only one face. A player who wants to build a stronghold should draw its floor plan. Each story is usually 10' tall. The character will have to pay engineering costs for designing the stronghold. etc. and criminal activities for guildhouses. (The increased weight of stone compensates for its compactness compared to wood. To attain the maximum height. A 5' thick wall consists of two 1’ thick walls sandwiching 3’ of earth and rubble. floors and roofs. but the time cannot be reduced below the square root of the time for one 151 . Adding more workers reduces construction time. each 10' of height adds 10% to the costs in both time and money. and so on). tithing from the faithful for temples. Wall material Maximum height Wood (H 6) Brick (H 8) Soft stone (H 12) Hard stone (H 16) 1' thick 40' 10 gp 20 gp 30 gp 40 gp 5' thick 60' n/a 50 gp 70 gp 90 gp 10' 15' thick thick 80' 100' n/a n/a n/a n/a 200 gp n/a 260 gp 350 gp These followers will assist the character. it must rest on bedrock. Duke or King for a land grant. Fighters build castles. these walls may be built up to 100' tall. but more could be used. A stronghold requires one worker-day of construction labor for every gp it costs to build. The number by the material is its hardness. fees for magical services and students' tuition for towers. In particular.) A building over 40’ high must have a solid foundation. tower. and tall structures are more difficult to design and to build. they require 1 ton of cargo space per 5 gp of wood or stone construction. For example. A 10' thick wall consists of a 4’ thick outer wall and a 2’ thick inner wall sandwiching 4’ of earth and rubble. which is deducted from damage to the wall. For each portion of the stronghold (wall. upon reaching higher levels. land may be available for someone with enough gold. obtaining materials. A 15' thick wall consists of a 6’ thick outer wall and a 2’ thick inner wall sandwiching 7’ of earth and rubble. Clerics build temples and Thieves build guildhouses . Generally this is allowed when a character reaches 9th level or higher. Usually. and so on. in some lands. Magic-Users build towers. The GM should feel free to add a multiplier to reflect the difficulties of building in a remote area. The primary sources of this income are taxes on peasants for castles. Any character who builds a stronghold suitable to his or her class will attract 1st level followers of the same class as follows: Class Fighter Magic-User Cleric Thief Number of Followers 3d6 1d8 2d8 2d6 by the square footage of its walls. since the inner face of the wall has a shorter circumference. A stronghold must have 200 square feet of living space for each follower. They live from the income generated by the stronghold. choose to settle down and build a stronghold . The player character must obtain land on which to build. tower must have at least 20’ of 10’ thick walls at the base. The construction costs for the stronghold are determined A 1' thick wall is made of solid pieces of material held with mortar (or pegs and ropes for wooden walls). frontier territory may be made available to any freeman (or freewoman) who can tame it. the materials used. an 80 ft.BASIC FANTASY RPG GAME MASTER INFORMATION Strongholds Many player characters. The table below gives costs in gp for each 10’ square section of wall. such walls may be at most 40' tall. while in other cases the character will need to petition the local Count. and may be built up to 80' tall. in others. approximate pi by 3. but this is not always so. as well as quarters for guests. and the thickness of the walls. but will not go on adventures away from the stronghold in most cases (especially dangerous dungeon adventures). thinner walls can be used on upper stories.

while slate-shingled roofs cost four times as much and take four times as long. (You don't need to calculate the greater surface area of a pitched roof. Material Earth Soft stone Hard stone Time for one worker to excavate a 5’ cube 5 days (supports are required) 10 days 20 days Structural strength and breaches: A section of stronghold wall has as many hit points as its base cost in gp (for example. Use the following figures for skilled workers. A dungeon is an excellent place to store perishable supplies.) These costs include normal features of construction such as stairs. to create dungeons. and the 40' square attic floor adds 160 gp. costing 1.700 gp. If a breach occurs on a right or acute corner (90 degrees or less). alchemical equipment. are usually 1' thick and 5' high (so they are half-cost). and so on until the top or bottom course of wall is reached. A Magic-User's tower costs three times as much to build. which provide cover for defenders atop castle walls and towers. which during an attack may be stabled in the great hall!) in acceptable comfort. Sir Percy. Sir Percy’s keep will house him and up to 24 other people (or animals such as horses. The first floor has 30 (= 5 [for 50’ length] x 2 [for 20’ height] x 4 walls. Attacking a Castle: Siege engines are difficult to aim.780 gp per floor. Its floor plans are shown on the next page. Floors and thatched roofs cost as much and take as long to build as it would take to build the square footage of their bases of 1’ thick wood walls. and 16 sections of floor. in which case it will take 198 working days to build. for a total of 1.890 gp. since the increased height increases construction costs enough to cover this. but as castles don't dodge around. they are usually 1’ thick. Magic-Users sometimes encourage monsters to take up residence in their dungeons. Woodshingled roofs cost twice this amount and take twice as long to build. and the third and fourth floors will be 40’ square or 1. the first attack on a castle's walls is made against Armor Class 20. To reflect this. such as dwarves or goblins. Stone and brick walls only take damage from crushing blows. but since the keep is 60’ high. given that the area is dangerous enough to warrant building a castle. due to the need for ancient books. The first and second floors will thus be 30’ square or 900 square feet. Interior walls are not included.800 gp if made of hard stone. which cost 7. Keep in mind what might happen in this time.000 gp. each successive shot by a given siege engine with a given crew has an increasing chance of hitting. With a total floor area of 5. which would cost 30.GAME MASTER INFORMATION worker to build the stronghold.250 gp. and a 20% chance that the section below it will be breached. desires to build a 60’ tall square keep (50’ walls with a 10’ peaked slate-shingled roof) that is 50’ square. The keep will require 39. The keep will have four stories and an attic. which will contain the great hall. or a year and three months’ time.620 gp. a 9 th-level Fighter. which cost 90 gp. and the first story. Sir Percy may employ up to 198 workers to build the keep.296 worker-days. for a total cost of 7. Note that guildhouses are almost always built in cities and thus are usually built with 1’ thick exterior walls. These costs total 24. Dungeons: A stronghold may also have a dungeon excavated under it. Sir Percy uses wood. For example. will be 20’ high. the chances of breaches double in each direction. and often incorporates an escape route if all is lost for the castle’s defenders or a secret way out for raids is desired. double the times for less skilled miners. minus 8 sections double-counted at the corners and 2 sections for the entrance) 10’ square sections of 10’ thick hard stone walls. The second floor is the same as the first. doors and windows.296 gp. it is breached. so he tells his architect to build with hard stone and use 10’ thick walls for the first two stories and 5’ thick walls for the rest. but they cost twice as much to build due to the traps and secret passageways that are designed into them. giving a cost of 4. a good shelter if the castle is overrun. allowing attackers to pass through. its cost is increased by 60% to 39. while wood walls are also affected by fire and chopping attacks.000 square feet. costing 160 gp.560 gp. except that the walls are 10’ high and there is no deduction for an entrance. each subsequent attack by that 152 . The third and fourth floors each require 18 sections of 5’ thick hard stone walls. If a given section of wall loses all of its hit points. a section of 10’ thick soft stone wall has 200 hit points).600 square feet. which costs only 7. as they provide a convenient source of supplies for magical research and help keep away unwanted guests. If a breach occurs on a lower course of wall. The design calls for a total of 770’ of 1’ thick interior walls and doors. These secondary breaches have the same chances of affecting the next 10’ section above or below them. and 9 10’ square sections of floor. The 50’ square roof costs 4 x 25 x BASIC FANTASY RPG 10 = 1. Parapets .800 gp. Sir Percy wishes his keep to be strongly built. Assume that there are 140 working days per year (seven months of 20 working days each) in temperate climates. there is a 40% chance that the 10’ section above it will be breached by collapse. and other supplies for conducting research.

Attacks on a castle's defenders are at -4 on the attack roll if they are standing on the parapets. a roll of 19 against characters having Armor Classes of 18 and 20 would hit the former but not the latter. Finally. but rather because the defenders can use more of the wall for cover. A breach caused by a screw is small. to a minimum AC of 11. but it ignores hardness. and if the castle has a moat. It is only used at the base of a wall. if the mine is only 5’ wide. this is not specifically due to altitude. there is only a 50% chance of causing a breach. is used to bore through castle walls. and it is usually operated under a sow. The defenders can take advantage of their height by dropping objects on attackers near the castle's base. It is also slow. the tunnel must avoid it. Since characters defending the castle do move around. requiring twice the time. at that same point in the wall. Siege engines can damage several adjacent characters. A crew of at least eight is required to operate it. (A sow typically costs about 100 gp. This device.BASIC FANTASY RPG weapon. fired by that crew. but they have a -2 attack penalty if dropped from a height of 30' or more. as it is slow. or portable roof. these missiles do 2d10 points of damage. unless widened by miners. so it has only half the usual chance of spreading to the next course of wall. GAME MASTER INFORMATION A castle may also be attacked by mining. There is an additional -2 on the attack roll for missile attacks if the defenders are more than 20' higher than the attackers. and once its supports are fired. which requires that it be dug deeper. is made against an Armor Class one lower than the previous shot. and at -10 if they are behind arrow slits. the odds of hitting them with a siege engine do not improve from shot to shot. which costs 200 gp. a screw may be used to attack a stronghold. A mine is dug like a dungeon. This method of attack involves tunneling under the castle wall. 153 . then setting fire to the supports of the tunnel to cause the wall to collapse.) The device does 1d8 points of damage per turn. the attack roll must be high enough to damage each one. Of course. roll damage separately for each character in the 10' square hit by the missile. the wall above is breached.

...... 51............................................................................... 124 Magic-User................... 6 Magic Weapons................. Wererat.....54 Saving Throws.......................... 127 Secret Doors............................. Undead Table.......... Town or Village Encounters ................... 15................. 5...............................137 Beasts of Burden................ 125 Armor and Shields......................................2 Poison........... 53 Copper pieces.............44 Savant........ ............. 54 Movement rate..........45 Shadow... 4..................................139 How to Attack....46 Humans.........140 Defensive Movement... 138 Magic Wands...................... 5..........................................................118 Adventurers. 125 Magic Item Generation................... .....135 Cleric..........9 Highwaymen..................... .........44 Mapping....40 Siege Engines........39..................142 Maneuverability........................ 54..................40 Attack Bonus........ 40.121.........................................................40 Save As...........143 Magic Items............. 38..... 52....... 49........................ 45.......51 Engineer............3.............. 45................................................................136 Brawling.................... 15......... 55 Becoming Lost..................... 11.....................................36 Traps..........42 Character sheet...14 Silver piece.............ALPHABETICAL INDEX BASIC FANTASY ALPHABETICAL INDEX Ability Rolls... 36........ 49........121.................................................122............9 Climbing and Diving........................8................141 Ability score bonus...136 Dragon Breath..................... 54 Attack Bonus Table.................. 17... 39.......... ..... 54 Move Silently....36....... 45...........9 Lycanthrope....122.50 Climb Walls........... 54..........2 Negative Hit Points.....51 Retainers........ 135 Encumbrance......7.....3........................................46 Mercenaries. 12 Evasion and Pursuit..... 126.............4...................................................... ...............45......................... 50.134 Wilderness Movement Rates.....................................5.............. 15...121 Magic Item Research............48 Brigands......................137 Damage..........40..13 Waterborne Travel....... 5............................. 15.............. 49 Hopeless Characters..10 Player character...48 Surprise...133 Dungeon Survival.........3 Charge........................51 Hide...10 Elves.10 Monster Attack Bonus...............7 Fighting withdrawal......... 46..137 Bully...........................37 Traveling by Air.....43.................12 Time......... ......... 43. 8....10 Cost of Weapons and Equipment ...............3....................11 Wilderness Encounters.... 43 Combination Classes.................... 136 Merchants.......................................................2 Vehicles...................... 54 Darkvision.........................................................3..............................40 Armor Class........................47 Halflings..136 City..................... 10..................120 Gold piece........3. 122 Clerics vs........ 53...........................10 Creating An NPC Party......... 125 Press Gangs.....119 Initiative. 141 Judging Wishes............ 134... 42.............3 Strength.....................5.... 137 Miscellaneous Magic Items ...38 Weapon Size..... 8...................................54 Nobles....... 136 Thief Abilities............ 128 Water Transportation.....54.47 Attacking a Vehicle.................... 5.................................................11............ 48 Strongholds. 54 NPCs...136 Prime Requisite...................... 118....... .........43 Overland Travel.....140 Lair Treasures............. 36.......10 Sneak Attack............ 37........... 6..............................9 Specialists...7......................38 PC ......................5..........5...45 Charging.137 Alchemist......................3.......................13...............37...4.. 11 Individual Treasures..... 43 Encounter.. 119 Turn.........................49 Open Locks.................. 37 Deafness and Blindness.....................54 Hit points.. Staves and Rods ..................................46 Oil ................6.133......................2 Normal men...........12......46.........36........... 42....... 38.123..........................................11 Missile Weapon Rate of Fire.................... 6.47 Money.....................4................48 XP ...119 Land Transportation...........43 Thief........ 141 154 .........39 Beggar.....................45 Combat........5. 36..8................................... 37.................................36 Energy Drain....................................... .136 Carrying Capacity...........52... 4 Raise Dead...........118 Platinum piece. 129 Missile Fire......13.. 7.123...........................9 Pilgrims.......11 Weapon and Armor Restrictions ............................................ 6 Dungeon Encounters.......... 4........................38 Wisdom............3 Adjusting Treasure Awards.4.......................................................136 Wrestling...............47 Missiles that Miss..........................................138 Placed Treasures... 40............. 47 Running.. 140 Death Ray or Poison.....................149 Subduing Damage........142 Spells......137 Hit Dice.36 Gems and Jewelry............... 37 Electrum piece............ 40.........53.... 45 Charisma....52 Fighter....13 Languages......40 Animal Trainer..140 Order of Play..................................................................142 Thieves' Picks and Tools............................. 16 Magical research............... 6............124...... 51 Unguarded Treasures................ 54....... 37..9 Movement...................................................5.............................. 52..36 Melee Combat.............7...... 16...10 Armorer (or Weaponsmith)............................136...... 46..13....................................48......4...4 Character Advancement...39 Treasure................................. 7.........137 Buccaneers and Pirates.............36 Character Abilities................................................ 44............................ 11.........................141 No.. 140 Holy Water... 6 Pick Pockets..46 Missile Weapon Ranges....136 Ship's Crew.. 47.... 50. 135............41..........8 Turn the Undead..........................138 Dexterity. 141 Falling Damage.......46 Preparing Spells from Memory ..... 48...................... 46 Demi-Human Parties............. 44...................... 11.........................52 Death Ray.....40 Spell Research................ 39 Wizard..... 17 Starting money........120 Using the Dice......................... 127 Role-Playing............. 46 Doors.......5.......40 Equipment............. 141 Potions.2 Paralysis or Petrify.........................................43 Morale...........................136 Priest.. 138 Non-player characters.........................1.2.............136..122...6 Common.37 Dwarves...........39 Rings....52 Rest.........4 Constitution........4..........45 Demi-Human............... 54 Bandits................. 8 Race.3..................................141 GM ...9 Repairing a Vehicle........................... 6....4.................................................... 6 Death and Dying........37 Doppleganger.................. 5.... 7.....................44 Combat round...... 133 Game turns...................39......118 Remove Traps........................................... Appearing...........3.52.. 44.............140 Random Treasure Generation .54.................................. 50 Undead...................139 Weapons........37 Set Weapon Against Charge............................ ................ 36 Healing...44............................................................ 37............... ..................3....... 6... 52 Intelligence............................37 Dungeons...................133 Wands..........................................118 Treasure Type....... 4.....................136 Magic Armor................. 153 Round....51...............................10 Grenade-Like Missiles. 43 City Watch......... 124 Listen.............4..... 52 Scrolls.. 52 Attacks........ 7....... 54........2 Game Master.....13 Wandering Monsters.... 43..................45 Experience Points...............46 Monster Reactions...4 Light....9 Optional Rules........5.................. 6............44...........

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